<Etje  atringfcoii  &dtgioua  education  <E*xts 
Babib  ®.  Botonep,  General  Cbitor 

GEORGE  HERBERT  BETTS,  Associate  Editor 


A- Handbook  of  Games 
and  Programs. 

FOR  CHURCH,  SCHOOL,  AND  HOME 


By 
WILLIAM  RALPH  LA  PORTE 

II 

Professor  of  Physical  Education,  University  of 
Southern  California. 


THE  ABINGDON  PRESS 
NEW  YORK  CINCINNATI 


Copyright,  1922,  by 
WILLIAM  RALPH  LA  PORTE 
All  Rights  Reserved 


Printed  in  the  United  States  of  America 


CONTENTS 

CHAPTER  PAGE 

EDITOR'S  INTRODUCTION 1 1 

PREFACE 13 

I.  SOCIAL  LEADERSHIP.  .  . 15 

PLANNING  PROGRAMS 15 

THE  SPIRIT  OF  THE  LEADER 17 

GAME  FORMATIONS 19 

SAMPLE  PROGRAMS 20 

Mixed  Party   (High-School  Age— 150  Guests) 
Get-Acquainted  Games  Skits 

Quiet  Games  Refreshments 

Active  Games  Group  Singing 

Mixed  Party  (Adults— 100  Guests) 
Get-Acquainted  Games  Competitive  Games 

Quiet  Games  Short  Program 

Refreshments 

Stag  Party  (Adolescent  Boys— 30  Guests) 
Dual  Contests  Refreshments 

Popular  Songs 

Girls'  Party   (Adolescent  Girls— 30  Guests) 
Quiet  Games  Short  Program 

Active  Games  Refreshments 

Singing 

CORRECT  SOCIAL  FORM 22 

BIBLIOGRAPHY  ON  SOCIAL  FORM 24 

II.  GET-ACQUAINTED  GAMES 25 

ICE  BREAKERS 25 

Animals  Neighbors 

Autographs  Progressive  Conversation 

Blind  Animals  Receiving  Line 

Books  and  Authors  Sack  Shake 

Descriptions  Scrapbooks 

Dime  Gift  .  Tucker  Wants  a  Wife 

Name  Twisting  Yes  or  No 


CONTENTS 


CHAPTER  PAGE 

II.  GET- ACQUAINTED  GAMES  (Continued): 

HANDLING  SOCIAL  GROUPS  (Dividing  into  Groups) . . . 
Alphabetical  Division          Matching 
Broken  Quotations  Numbering  off  by  Fours, 

Family  Party  Sixes,  etc. 

Library  Score  Cards 

SECURING  PARTNERS 

Bidding  for  Partners 
Celebrities 
Chairless  Partners 
Cobwebs 
Drawing  Names 
Enveloped  Partners 
Grand  March 
Hit  and  Miss 


Library 
Marching 


Matching 
Program  Cards 
Shoe  Hunt 
Selection 
Similar  Acts 
Symphony  Orchestra 
State  Outlines 
Stuntification 
Valentine  Partners 


28 


29 


III.  ACTIVE  SOCIAL  GAMES 33 


Balloon  Goal 

Catch  of  Fish 

Catch  the  Cane 

Caterpillar 

Circle  Tag 

Club  Snatch 

Curtain  Ball 

Deer  Stalking 

Fox(  Slap  Jack) 

Going  to  Jerusalem 

Have  You  Seen  My  Sheep? 

Humming  Birds  and  Snake 

Jacob  and  Rachel 


Lost  Handkerchief 
Maze  Tag 
Parcel  Post 
Partner  Tag 
Passing  Objects 
Sculptor 
Slipper  Slap 
Squirrel  in  Trees 
Still  Pond.   No  More 

Moving 
Triple  Change 
Wolf  and  Sheepfold  (Cat 

and    Rat)    (Fox    and 

Farmer) 


Keep  Moving 
Last  Couple  Out 

IV.  QUIET  SOCIAL  GAMES 41 


Animal  Alphabet 

Beast,  Bird,  Fish 

Buzz 

Crazy  Stories 

Cross  Questions  and 

Crooked  Answers 
Crossed  Scissors 
Do  This,  Do  That 
Fly  Away 
"He  Can  Do  Little  Who 

Can't  Do  This" 
Hickey  Pickey  Hokey  Pokey  This  Is  My  Nose 
Horns  Quaker  Meeting 

Hunt  the  Ring  Questions 


Huntsman 

I  Love  My  Love 

Lightning 

Musical  Instruments 

My  Ship 

"P's  and  Q's" 

Pop-ity-pop 

Scandal 

Sculptors 

Statues 

Teakettle 


CONTENTS 


CHAPTER  PAGE 

IV.  QUIET  SOCIAL  GAMES  (Continued): 

QUIET  GAMES  WHICH  REQUIRE  PAPER  AND  PENCIL  ...  47 
Cake  Game  Newspaper 

Composite  Animals  Novels 

Dot  Menagerie  Slang 

Flowery  Romance  Comic  Story 

"Nation"  Contest  Telegrams 

(Partial  List)  Travel 

Hidden  Flowers  Word  Making 

(Partial  List)  Pied    Names    of    Presi- 

Nut  Contest  dents 

V.  COMPETITIVE  SOCIAL  GAMES 52 

FAKE  ATHLETIC  MEETS 52 

TRACK  EVENTS 53 

Bean  Dropping  Fan  It 

Blow  It  Hopping  Water 

Chew  the  String  Pencil  Balance 

Egg  and  Spoon  Race  Whistle  It 

OBSTACLE  RACES 54 

Bottle  Balance  Folding  Chair 

Bean  Extracting  Hobble  Hurdle 

Backward  Hop  Hurdle        Inflated  Bag  Race 

Race  Knife  Balance 

Backward  Walk  Paper  Race 

Blind  Obstacle  Pie  Race 

Book  and  Umbrella  Race     Pillow  Hurdle  Race 
Candle  Race  Sack  Bust 

Chair  Race  Sack  Race 

Clothes  Hanging  Race         Triple  Obstacle  Race 
Drain  the  Bottle  Thread  the  Needle 

Elopement  Turtle 

Feed  the  Blind  Walk  the  Chalk  Line 

FIELD  EVENTS 58 

Shot  Put  Broad  Jump 

Discus  Javelin  Throw 

High  Jump  Pole  Vault 

VI.  SOCIAL  PROGRAMS  ON  SPECIAL  THEMES 60 

Advertisement  Party  "Kid"  Party 

Automobile  Party  Literary  Evening 

Alphabet  Social  Musical  Evening 

Backward  Party  Mother  Goose  Social 

Bonnet  Bee  National  Evenings 

College  Party  Old-Fashioned  Party 

Fad  Party  Old-Time  School  Party 

Flower  Social  Progressive  Party 

Geographic  Party  States  Party 

House  Picnic  Other  Suggested  Themes 
Hard  Time  Party 


6  CONTENTS 

CHAPTER  PAGE 

VII.  SOCIAL  PROGRAMS  FOR  SPECIAL  OCCASIONS. .     71 

April  Fool's  Day  New  Year's  Day 

Christmas  Saint  Patrick's  Day 

Fourth  of  July  Thanksgiving  Day 

Hallowe'en  Valentine's  Day 

Lincoln's  Birthday  Washington's  Birthday 

VIII.  SOCIAL  STUNTS  AND  SKITS 85 

Advertising  (Charades)  Italian  Grand  Opera 

Afraid  of  the  Water  Lyceum  Bureau 

A  Co-ed's  Troubles  Mind  Reading 

Bride  and  Groom  Musical  Gymnasts 

Clairvoyant  Panacea  for  All  Ills 

Dwarf  Exhibit  The  Pipe  Organ 

The  Goops  Stage  Scene 

Impersonations  Ventriloquism 

Impromptu  Artists  Suggestions 

IX.  PLAYGROUND  GAMES 93 

Black  and  White  Rope  Rush 

Bombardment  Rope  Skip  (Skipping 

Bull  in  the  Ring  Circle) 

Cap  Tag  Scrimmage  Ball 

Chain  Tug  of  War  Sharp  Shooting 

Chips  (Stealing  Sticks)  Snatch  the  Handkerchief 

Circle  Stride  Ball  Square  Tag 

Dodge  Ball  Swat  the  Kaiser  (Towel 

Hill  Dill  Tag)   (Beetle  Is  Out) 

Hound  and  Rabbit  (Whip  Tag) 

Hunt  the  Fox  Third  Man 

Japanese  Tag  Three  Deep 

Mat  Tag  Broncho  Tag 

Pig  in  a  Hole  Touch  Ball 

Poison  Snake  Weavers 

Prisoner's  Base 

X.  RELAY  RACES 101 

RELAY  FORMATIONS 101 

Dividing  into  Teams  Methods  of  Conducting 

Relay  Races 

EVENTS 102 

Indian  Club  Relays  Hoop  Relay 

Novelty  Relay  Races          Jumping  (for  Distance) 
Automobile  Jump  Stick 

Chariot  Leap  Frog 

Centipede  Monkey 

Caterpillar  Message  Relay 

Crab  Obstacle 

Couple  Passing  the  Hun 

Equipment  Pony  Express 

Forward  Roll  Relay  Rescue 


CONTENTS 


CHAPTER 

X.  RELAY  RACES  (Continued);  EVENTS: 


PAGE 
103 


Rescue  (Double) 
Shoes  and  Stockings 
Skin  Snake 

Towel 

Under  the  Mat  Relay 
Wheelbarrow 
Comic    Races    (Suitable 
for  Picnics) 


Awkward    Eating 

Races 
Darkness 
Nails 
Sewing 
Sack  Race 
Three-Legged  Race 
Types  for  Racing 
Wand  Race 


XL  PHYSICAL  STUNTS. . . . 
INDIVIDUAL  STUNTS.  .  .  . 
Ankle  Throw 
Backsliding 
Catch  Penny 
Dog  Jump 
Eskimo  Race 
Eskimo  Jumping  Race 
Hand  Clasp 
Head  Spring 
Heel-and-Toe  Spring 
Hurdle 
Lath  and  Plaster 


Pick  Me  Up 
Pick  Up  Spoon 
Pick  Up  Book 
Pray  Do 
Stenographer 
Stork 

Thumb  Spring 
Tight  Rope 
Water  Fall 
Wooden  Soldier 
Wriggle  Walk 


109 
109 


DUAL  FEATS  AND  CONTESTS.  .  .   in 


Arms'  Length  Tag 

Attack 

Blindfold  Boxing  Match 

Boundary  Tug 

Chinese  Duel 

Chinese  Get-Up 

Dog  Collar 

Dizzy  Izzy 

Falling  Soldier 

Hot  Hand 

Handcuff 

Hog  Tie 

Hand  Wrestle 

Hats  Off 

Harlequin  Wrestle 


Hello  Mike 
Indian  Wrestle 
Jug  Handle 
Knee-and-Toe  Wrestle 
Long  Reach 
Lost  Equilibrium 
Lunge  and  Hop  Fight 
Push  and  Pull 
Rooster  Fight 
Shoulder  Shove 
Smudge  Boxing 
Strength  Test 
Wand  and  Toe  Wrestle 
Wand  Twist 
Wand  Wrestle 


BIBLIOGRAPHY 117 


ILLUSTRATIONS 

PIG  IN  A  HOLE Frontispiece 

POISON  SNAKE Facing  page  41 

CHAIN  TUG  OF  WAR Facing  page  81 


EDITOR'S  INTRODUCTION 

THE  program  of  the  modern  forward-looking  church, 
school  or  community  includes  the  recreational  and  so- 
cial as  well  as  the  distinctively  educational  in  its  plans 
and  activities.  Such  a  plan  recognizes  the  significant 
truth  that  the  proper  use  of  leisure  time  is  fully  as  im- 
portant a  problem  in  present-day  society  as  the  profit- 
able use  of  work  time.  It  acknowledges  that  the  play 
and  recreational  interests  often  afford  the  most  favor- 
able approach  to  youth,  and  one  of  the  surest  anchor- 
ages by  which  to  hold  its  young  members  from  drifting 
away.  Hence  such  new  vocations  within  the  church  and 
community  as  "Director  of  Recreational  Activities"  and 
"Club  Leader."  Many  of  those  who  have  assumed 
responsibility  either  professionally  or  in  an  amateur  way 
for  this  phase  of  social  enterprises  have  felt  the  need  of 
a  compilation  of  suitable  games,  plays,  etc.,  for  use  by 
different  ages  and  different  kinds  of  groups. 

Various  books  have  been  published  in  this  field,  some 
dealing  chiefly  with  matters  of  theory,  organization,  and 
the  like,  and  others  outlining  programs  for  certain  special 
occasions.  What  has  been  lacking  is  a  rich  compendium 
of  games,  plays  and  social  recreations  so  classified  and 
described  that  leaders  may  with  economy  of  time  and 
effort  build  balanced  programs  from  these  materials 
suited  to  every  possible  occasion. 

This  volume  is  offered  to  meet  such  a  need.  It  con- 
tains over  three  hundred  distinct  play  or  game  units, 
each  with  simple  directions  easily  followed  by  an  intel- 
ligent leader  even  without  technical  training.  Practical 
suggestions  are  given  and  sample  programs  outlined  in 

ii 


order  to  make  the  materials  still  more  concrete  and 
helpful.  Recreational  leaders  who  desire  a  fuller  state- 
ment of  principles  and  methods  are  referred  to  another 
volume  of  this  series,  The  Church  at  Play,  by  Norman 
E.  Richardson. 

There  are  two  reasons  why  the  editor  offers  the 
present  volume  to  recreational  leaders  with  especial  con- 
fidence: one  is  Professor  LaPorte  himself,  with  his  sure 
sense  of  fitness,  his  interest  in  the  newer  recreational 
program  and  his  high  professional  skill;  the  other  is  the 
fact  that  all  of  the  plays  and  games  included  in  this  list 
have  been  tested  and  proved  by  actual  use  in  many 
social  programs  under  the  direction  of  the  author  and  his 
assistants  as  well  as  by  other  leaders  of  young  people. 


PREFACE 

BECAUSE  of  the  increasing  need  for  something  practical 
in  the  way  of  a  handbook  on  social  and  recreational 
activities,  the  author  has  undertaken  to  collect  a  large 
list  of  games  and  stunts  suitable  for  many  different  pur- 
poses and  arrange  them  in  such  a  way  as  to  make  them 
easily  available  for  all  occasions. 

The  arrangement  is  original  as  are  also  some  of  the 
games  and  stunts.  Most  of  the  material,  however,  has 
been  collected  from  many  sources,  and  through  many 
avenues,  from  books  and  individuals,  and  from  observa- 
tion. Many  of  the  games  are  very  old,  and  others  are 
modifications  and  adaptations  of  old  games. 

The  chapters  on  "Social  Programs  on  Special  Themes" 
and  "Social  Programs  for  Special  Occasions"  were  both 
arranged  by  the  author's  wife,  LURA  A.  LAPORTE. 

It  has  been  practically  impossible  in  most  cases  to 
attempt  to  give  proper  credit  for  games  and  stunts  found 
in  other  books,  for  the  same  game  could  be  traced, 
usually,  to  several  different  sources.  The  Bibliography 
contains  the  names  of  all  books  in  which  suggestions  and 
materials  were  found;  also  other  excellent  books  on 
games  and  play  activities  in  general. 

Every  effort  has  been  made  to  use  only  games  that 
have  proved  highly  successful  in  practice.  Many  games 
were  discarded  because  of  certain  weaknesses. 

The  descriptions  throughout  are  very  brief,  yet  com- 
plete enough  to  be  readily  understood  and  followed  by  a 
leader  who  possesses  imagination  and  ingenuity.  The 
arrangement  in  chapters  was  made  to  fit  the  needs  of 
the  leader  in  selecting  games  suitable  for  different  occa- 


sions.  Games  of  certain  definite  types  will  be  found 
grouped  together,  such  as  Competitive  Social  Games,  or 
Active  Social  Games.  In  many  cases  a  game  would  fit 
well  under  several  different  headings,  but  it  is  listed  only 
once,  to  save  repetition.  An  intelligent  leader  can  readily 
see  the  various  possibilities  of  adaptation  of  various 
games.  Thus  a  game  that  may  be  listed  under  "Com- 
petitive Social  Games"  might  also  be  suitable  for  a  play- 
ground game,  or  an  active  social  game,  or  a  relay,  etc. 
Any  particular  game  can  readily  be  found  by  referring 
to  the  Contents. 

W.  R.  L, 


CHAPTER  I 
SOCIAL  LEADERSHIP1 

SOMEONE  has  said,  "Anyone  can  put  on  a  dance  if  he 
can  afford  to  hire  a  hall  and  orchestra,  but  it  takes  a 
capable  and  energetic  leader  to  provide  a  successful 
evening  of  social  games." 

In  the  majority  of  cases  when  social  programs  fall  flat 
it  is  because  they  have  not  been  planned  carefully  and 
in  detail.  If  the  program  committee  waits  until  a  few 
moments  before  time  to  start  before  deciding  what  games 
will  be  played,  the  social  is  doomed  to  failure.  If  the 
same  old  games  are  played  month  after  month,  social 
interest  will  soon  die.  Where  "Clap  In,  Clap  Out"  and 
"Winkum"  continue  to  hold  sovereign  sway,  it  is  not 
surprising  that  young  folks  go  to  the  dance  hall  rather 
than  the  church  social. 

Literary  and  artistic  programs  are  good  occasionally, 
but  when  the  monthly  social  is  featured  regularly  by 
certain  local  talent,  in  place  of  games  and  activities  in 
which  all  can  participate,  the  social  interest  must  suffer. 

The  material  in  the  following  chapters  is  planned  to 
fill  the  need  for  activities  in  which  all  can  take  part.  It  is 
not  in  the  form  of  programs,  but  is  listed  according  to 
types  of  activities.  From  these  the  leader  can  build  his 
own  program  to  suit  the  needs  of  his  public. 

PLANNING  PROGRAMS 

Social  programs  should  be  made  as  varied  and  attrac- 
tive as  possible.  A  good  standard  of  procedure  is  to  have 

lFor  a  more  extended  discussion  of  principles  and  methods  of  social  and 
recreational  leadership,  consult  Richardson,  The  Church  at  Play,  The  Abingdon 
Press,  New  York.  Additional  source  materials  are  also  found  in  this  volume. 

15 


16         / ;  :'.; O&  Jtf  ES:  AND':  PROGRAMS 

several  active  social  games,  several  quiet  games,  and  then 
a  very  brief  but  good  program  of  songs  and  readings 
preceding  refreshments.  Or  the  formal  program  may  be 
eliminated  entirely. 

If  desired  to  invite  special  guests  to  socials,  such  as 
school  faculty  members,  preachers,  strangers,  etc.,  spe- 
cial written  invitations  should  be  sent  to  them. 

Plan  all  details  of  the  affair  well  in  advance,  preparing 
for  every  possible  emergency,  so  that  the  program  may 
run  through  without  a  hitch. 

The  leader,  hostess,  or  members  of  the  reception  com- 
mittee should  give  special  attention  to  receiving  the 
guests,  introducing  them  to  others,  seeing  that  congenial 
people  get  together,  and,  if  possible,  find  time  for  a  few 
pleasant  words  with  each  guest.  Watch  carefully  to  see 
that  no  one  is  neglected.  Give  special  attention  to  bash- 
ful or  backward  people. 

The  social  committee  should  try  to  make  as  many  as 
possible  responsible  for  something  on  the  program. 
Develop  leaders  by  using  different  people  on  the  com- 
mittee for  various  occasions. 

Refreshments  should  be  suited  to  the  occasion,  the 
weather,  etc.  Use  extreme  care  to  see  that  refreshments 
are  daintily  and  properly  served.  Crude  service  often 
spoils  the  effect  of  the  entire  evening  for  many  people. 

Suggested  committees:  Reception,  Program,  Refresh- 
ments, and  Decoration. 

Methods  of  advertising  include  posters,  newspaper 
articles,  announcements,  bulletin  boards  in  schools, 
blackboards  in  classrooms. 

A  social  of  the  right  kind,  in  addition  to  giving  enthusi- 
astic relaxation  and  enjoyment,  should  have  a  general 
effect  of  inspiration  and  elevation  for  all  who  attend. 
The  rowdy  spirit  should  never  be  present.  Courtesy  and 


SOCIAL  LEADERSHIP  17 

refinement  should  be  emphasized  and  practiced  by  all. 
A  spirit  of  unselfish  consideration  for  the  rights  of  others 
should  be  dominant.  Self-discipline  should  be  practiced 
at  a  church  social  as  much  as  at  a  formal  dinner.  Healthy 
restraint  is  wholesome,  and  is  entirely  compatible  with 
enthusiastic  enjoyment.  It  has  been  said  truthfully  that 
the  dance  hall  often  is  a  much  better  training  school  in 
courtesy  and  refinement  than  is  the  average  church 
social. 

The  social  games  should  not  all  be  passive  and  quiet. 
The  body  as  well  as  the  mind  needs  exercising.  The 
program  should  not  be  too  strenuous,  however,  and 
should  be  adapted  carefully  to  the  place,  conditions  of 
climate  and  temperature,  and  the  age  of  the  guests. 

THE  SPIRIT  OF  THE  LEADER 

The  social  game  leader  should  be  dignified  enough  to 
maintain  good  order  and  attention,  and  strict  enough  to 
indicate  that  he  is  master  of  ceremonies,  but  should  use 
great  care  not  to  create  an  impression  of  stiffness  and 
formality.  The  spirit  of  fun  and  frolic  musL-be  created  - 
jindjnaintained  above  everything  else^ 

Assume  a  glow  of  enthusiasm  and  animation  so  as  to 
impress  the  entire  group  with  the  playful  and  joyous 
spirit.  Once  stimulated  with  the  play  spirit,  the  crowd 
will  readily  follow  a  leader. 

Be  businesslike  in  handling  a  crowd,  and  be  sure  that, 
you  know  exactly  what  to  do  every  moment.    Never 
make  a  mistake  in  games.  and_aj.wajg_haye  a  new  game 
ready  to  start  before  the  pldfone  gets_tiresome.  Neyex  let- 
things  drag.   A  short,  snappy  program  is  most  ideal. 

Be  very  definite  and  clear  in  instructions  regarding 
games,  and  enthusiastic  and  energetic  in  directing  them. 

Choose  games  that  are  interesting  and  enjoyable  to  all. 


i8  GAMES  AND  PROGRAMS 

Preferably  use  games  in  which  the  entire  group  is  kept 
busy  constantly.  Get  everyone  into  something,  and  keep 
things  moving.  In  games  which  use  only  a  part  of  the 
group  at  a  time,  see  that  different  persons  are  chosen 
for  each  game,  so  that  all  may  have  opportunity  to 
participate. 

If  you  want  your  next  social  to  be  well  attended,  see 
that  the  evening  closes  as  enthusiastically  and  success- 
fully as  it  opens.  Do  not  leave  your  final  number  or 
game  to  be  selected  by  chance.  Have  a  reason  for  it. 
Close  the  social  promptly  while  the  crowd  is  still  enjoy- 
ing itself. 

If  there  is  a  tendency  to  form  cliques  at  socials,  plan 
the  games  in  a  tactful  manner  so  as  to  break  up  the 
groups. 

A  very  serious  problem  that  faces  the  leader  is  the 
adaptation  of  games  to  various  groups.  One  often  sees 
middle-aged  people  embarrassed  by  enthusiastic  leaders 
insisting  that  they  take  part  in  games  that  they  do  not 
know  or  to  which  they  are  not  well  adapted.  Younger 
people  with  timid  natures  are  often  embarrassed  in  a 
similar  manner.  The  purpose  of  the  social  is  to  give  to 
everyone  the  fullest  measure  of  enjoyment.  This  result 
is  best  achieved  by  having  some  games  that  require  little 
skill  and  do  not  call  special  attention  to  individuals. 
Encourage  the  more  timid  ones  in  these  games.  Obvi- 
ously, it  is  unjust  to  insist  on  a  timid,  retiring  person 
eating  three  or  four  dry  crackers  in  front  of  dozens  of 
laughing  friends,  as  part  of  a  competitive  race.  And  yet 
this  is  often  seen.  The  clever  leader  will  get  everyone 
into  action  without  hurting  feelings  or  causing  embarrass- 
ment to  any. 

Programs  can  be  conducted  more  smoothly  and 
activities  directed  more  efficiently  if  the  leader  makes  a 


SOCIAL  LEADERSHIP  19 

wise  use  of  assistants.  Select  several  live  young  people 
to  help  out  in  emergencies  and  to  assist  in  controlling 
groups.  If  possible,  go  over  your  plans  with  them  be- 
fore the  social. 

The  leader  will  find  group  singing  a  great  aid  in 
brightening  up  programs,  and  in  creating  the  proper  play 
atmosphere.  Popular  songs  may  well  be  introduced  at 
the  beginning  of  the  program,  combined  with  a  grand 
march  or  some  of  the  get-acquainted  games,  in  circle 
formation.  It  is  often  wise  to  close  the  evening's  program 
by  having  the  group  gather  around  the  piano  after  re- 
freshments have  been  served,  and  join  the  leader  in  a 
series  of  popular,  patriotic,  sacred,  and  comic  songs. 

GAME  FORMATIONS 

There  are  three  usual  formations  for  the  group  games: 
Circle,  Line,  and  File. 

Circle:  The  formation  may  be  either  single  or  double. 
A  simple  method  of  forming  a  circle  is  to  ask  the  group 
to  take  hold  of  hands  and  form  a  circle  quickly.  If  double 
circle  is  desired,  have  them  count  off  by  twos,  after  the 
circle  is  formed,  and  odd  numbers  step  in  front  of  the 
even  numbers  on  their  right. 

For  large  groups  the  double-column  formation  as  in  the 
Grand  March  may  be  used.  This  gives  a  double  circle. 
If  single  circle  is  desired,  have  all  face  inward,  and  the 
members  of  the  inner  circle  step  back  and  to  the  right 
of  their  partners. 

Line:  For  large  groups  use  Grand  March,  and  from 
column  of  twos  have  alternate  couples  go  right  and  left 
to  opposite  sides  of  the  room.  Have  them  halt,  face 
center,  and  form  single  lines  by  having  the  rear  line  mem- 
bers step  up  to  the  left  of  their  partners. 


20  GAMES  AND  PROGRAMS 

For  small  groups:  Simply  indicate  where  each  line  is 
to  form,  and  have  them  take  their  places. 

File:  From  two  or  more  single  line  formations,  have 
players  face  right  or  left,  and  then  close  up  to  the  de- 
sired position  for  such  games  as  relays. 

SAMPLE  PROGRAMS 

As  an  aid  to  beginners,  four  suggested  programs  are 
here  outlined,  using  different  types  of  activities.  These 
are  merely  suggested  combinations  and  are  not  neces- 
sarily recommended  as  set  forms  to  be  followed  without 
modification. 

MIXED  PARTY  (High  School  Age — 150  guests) 
Get  Acquainted  Games: 
Grand  March  and  popular  songs. 
Tucker  Wants  a  Wife  (variations). 
Neighbors — single  and  double  circles. 

Quiet  Games  (have  several  in  center,  or  divide  into  small  circles) : 

Hickey,  Pickey,  Hokey,  Pokey. 

Pop-ity-pop. 

This  Is  My  Nose. 

Active  Games: 
Passing  Objects  (in  circle) — clothespins,  toy  balloons, 

etc. 

Weavers. 
Balloon  Volley  Ball  or  Curtain  Ball. 

Skita: 

A  Co-ed's  Troubles. 
Dwarf  Exhibit. 


SOCIAL  LEADERSHIP  21 

Refreshments : 
Ice  cream  and  wafers  served  cafeteria  style. 

Group  Singing 

MIXED  PARTY  (Adults— 100  Guests) 
Get -Acquainted  Games: 

Blind  Animals. 

Grand  March. 

Neighbors. 
Quiet  Games  (if  desired,  divide  into  small  circles) : 

Pop-ity-pop. 
Musical  Instruments. 

Competitive  Games  (group  divided  into  two  teams) : 
Book  and  Umbrella  Race — or  Elopement. 
Chair  Race. 
Candle  Race. 
Clothes-Hanging  Race. 
Thread  the  Needle. 
Bean  Dropping. 
Balloon  Passing  Relay  (line). 

Short  Program  of  Music  and  Readings 
Refreshmen  ts : 
Punch  and  Wafers,  serve  from  several  tables. 

STAG  PARTY  (Adolescent  Boys — 30  Guests) 

Dual  Contests: 
Hot  Hand. 

Hand  Wrestling  Matches. 
Indian  Wrestling  Matches. 
Chinese  Duel. 


22  GAMES  AND  PROGRAMS 

Deer  Stalking. 
Club  Snatch. 
Blindfold  Boxing  Match. 
Boxing  Contests. 
Wrestling  Contests. 

Refreshmen  ts : 

Doughnuts  and  apples,  or  Frankfurters. 
Popular  Songs,  gathered  about  piano. 

.    GIRLS'  PARTY  (Adolescent  Girls — 30  Guests) 

Quiet  Games: 
Animals. 

Hickey,  Pickey,  Hokey,  Pokey 
Pop-ity-pop. 
Dot  Menagerie,  or  Teakettle. 

Active  Games: 

Club  Snatch  or  Snatch  the  Handkerchief. 
Balloon  Goal  or  Balloon  Volleyball. 
Maze  Tag  (walking). 

Short  Program  of  Readings,  Music  or  Skita: 
Refreshments  (divide  into  groups  by  using  Broken  Quotations) : 
Sandwiches  and  chocolate. 

Singing: 

CORRECT  SOCIAL  FORM 

"Manners/'  says  Emerson,  "are  the  happy  ways  of 
doing  things."  True  courtesy  is  the  expression  of  kindly 
impulses,  and  the  best  manners  are  the  simple  ways  of 
showing  kindness  and  consideration.  A  single  act  of 
rudeness  is  costly.  Rudeness  is  either  thoughtlessness  or 
selfishness,  usually  the  latter.  One  may  be  frank  and 
sincere  without  being  rude. 


SOCIAL  LEADERSHIP  23 

Since  much  of  social  happiness  and  success  depends 
upon  the  observance  of  customary  social  forms,  a  list  of 
good  books  on  etiquette  is  appended.  Some  of  these 
will  be  found  in  most  public  libraries.  A  few  general 
suggestions  for  social  affairs  are  also  submitted  herewith. 

In  giving  introductions  pronounce  names  clearly; 
always  present  a  gentleman  to  a  lady,  a  girl  or  boy  to  an 
older  person,  and  a  guest  to  a  hostess.  In  receiving 
introductions  gentlemen  always  rise  if  seated;  hostesses 
always  rise;  other  ladies  rise  except  when  receiving  intro- 
ductions to  gentlemen.  A  gentleman  when  introduced 
to  a  lady,  waits  to  see  if  she  offers  her  hand  before  ex- 
tending his  own.  In  acknowledging  introductions  one 
may  merely  repeat  the  name  of  the  person  presented,  or 
may  say  "How  do  you  do,"  or  "I'm  glad  to  know  you," 
or  some  other  simple  formality. 

In  conversations  be  a  good  listener.  A  sensible  com- 
ment occasionally  is  far  better  than  a  continuous  flow  of 
nonsense.  Remember  that  the  other  person  will  appre- 
ciate you  more  if  he  gets  to  do  most  of  the  talking.  In 
making  conversation  with  strangers  try  by  tactful  ques- 
tion and  comment  to  find  a  common  ground  for  con- 
versation. Be  well  informed  on  current  topics,  but  be 
ready  to  credit  the  opinions  of  others.  In  listening  to 
others  be  truly  interested.  Mental  preoccupation  ruins 
conversation. 

Don't  monopolize  the  conversation  or  interrupt  others 
unless  absolutely  necessary.  Don't  try  to  display  knowl- 
edge, give  unasked-for  advice,  contradict,  argue  exces- 
sively, or  talk  "shop."  Don't  repeat  gossip  or  slander, 
parade  private  matters  in  public,  or  boast  of  birth, 
wealth,  or  friends.  Never  use  flattery,  nor  ignore  a  well- 
meant  compliment. 

When  being  entertained,  enter  heartily  into  the  spirit 


24  GAMES  AND  PROGRAMS 

of  the  occasion;  make  it  your  chief  interest  to  see  that 
others  enjoy  themselves  while  you  are  having  a  good 
time.  If  you  have  social  or  artistic  talents,  be  modest  in 
their  use,  but  do  not  insist  on  being  coaxed.  Make  your- 
self interesting  to  others;  if  your  partner  is  a  disappoint- 
ment to  you,  do  not  show  it;  avoid  the  faintest  semblance 
of  snobbishness.  Give  special  attention  to  bashful,  back- 
ward, and  timid  folk. 

BIBLIOGRAPHY  ON  SOCIAL  FORM 

Green,  W.  C.,  A  Dictionary  of  Etiquette,  Brentano  Publish- 
ing Company,  New  York. 
Hall,  Florence  Howe,  Social  Customs,  Dana  Estes  &  Co., 

Boston. 
Hall,  Florence  H.,  Boys'  and  Girls'  Manners,  Dana  Estes 

&  Co.,  Boston. 
Hardy,  E.  J.,  How  to  Be  Happy  Though  Civil,  Charles 

Scribner's  Sons,  New  York. 
Hplt,  Emily,  Encyclopedia  of  Etiquette,  Doubleday,  Page 

ft  Co.,  New  York. 

Kingsland,   Mrs.   Burton,   The  Book  of  Good  Manners, 
-    Doubleday,  Page  &  Co.,  New  York. 
'Ordway,  Edith,  The  Etiquette  of  Today,  Stilly  &  Kleinteich, 

New  York. 
Roberts,  Helen  L.,  The  Cyclopedia  of  Social  Usage,  G.  P. 

Putnam's  Sons,  New  York. 


CHAPTER  II 
GET-ACQUAINTED  GAMES 

ICE  BREAKERS 

ONE  of  the  most  important  things  upon  which  the 
success  of  any  social  gathering  depends  is  the  way  in 
which  the  guests  are  received,  introduced,  and  made  to 
feel  at  ease.  A  person  cheerfully  received  feels  hap- 
pier, and  enters  into  everything  far  better  for  the 
rest  of  the  evening.  This  depends  not  only  upon  the 
game  played  after  everyone  has  arrived,  but  also 
upon  what  the  first  ones  shall  do  until  the  others  come. 
A  good  way  to  accomplish  this  is  to  ask  in  the  invita- 
tions that  each  person  bring  a  joke  or  riddle.  These 
furnish  laughter  for  any  number  of  people. 

Animals : 

Pin  name  of  an  animal  on  each  guest's  back.  The 
first  one  guessing  what  he  is  by  questioning  others,  who 
in  turn  try  to  mystify  him,  is  the  winner. 

Autographs: 

Give  each  guest  a  blank  booklet  (either  fancy  or 
simple),  with  the  word  "autographs' '  on  the  first  page. 
Small  pencils  should  be  attached.  Object,  to  secure 
as  many  autographs  as  possible. 

Blind  Animal: 

Pin  name  of  animal  on  each  guest's  back,  request- 
ing that  he  let  no  one  see  it.  Supply  pencil  and  paper 
to  each  on  which  to  record  those  he  can  see.  Rule: 
Do  not  stand  with  back  against  anything. 

25 


26  GAMES  AND  PROGRAMS 

Books  and  Authors: 

Girls  are  given  slips  with  names  of  books,  and  boys 
with  names  of  their  authors.  These  are  pinned  on  the 
sleeves  of  the  guests.  "Books"  when  found  by  the 
"author"  must  talk  to  him  five  minutes  about  his  other 
books. 

Descriptions: 

Give  each  man  a  paper  and  pencil.  Introduce  him  to 
a  lady -with  whom  he  converses  for  five  minutes,  after 
which  he  retires  and  writes  minute  description  of  her 
appearance.  After  ten  minutes  collect  papers.  Redis- 
tribute promiscuously  to  the  men,  who  in  turn  search  for 
lady  described.  Or,  slips  may  be  exchanged;  men  take 
turns  reading  the  descriptions  they  hold,  and  others  try 
to  guess  the  one  described. 

Dime  Gift: 

Give  a  dime  to  every  tenth  person,  telling  him  to  keep 
silent  count  of  those  shaking  hands  with  him.  Let  no 
one  know  who  holds  the  dimes.  The  twenty-second  per- 
son to  shake  hands  with  the  holder  gets  the  dime. 

Name  Twisting: 

Have  guests  sit  in  circle  with  one  vacant  chair.  Divide 
into  couples,  each  exchanging  names.  The  person  next 
to  the  vacant  chair  calls  name  of  someone  present  and 
person  having  that  name  at  that  time  takes  vacant  chair. 
He  then  exchanges  name  with  person  on  his  left. 

Neighbors: 

Formation,  single  or  double  circles.  One  person  in  cen- 
ter points  to  one  in  circle,  asking  name  of  neighbor  on 
right  side.  If  not  answered  before  ten  counts,  person 
caught  goes  to  center.  Neighbors  change  when  told, 
avoiding  former  neighbors.  (May  be  in  double  circle,  one 


GET-ACQUAINTED  GAMES  27 

partner  behind  other;  outer  circle  numbers  exchange 
places  frequently,  necessitating  constant  watchfulness 
on  part  of  numbers  of  inner  circle.) 

Progressive  Con  versa  tion : 

Have  program  cards  with  numbered  topics.  Men  sign 
up  cards  for  partners  in  conversation,  for  each  topic. 

Receiving  Line: 

Have  regular  receiving  line,  but  when  guests  come  give 
each  a  slip  of  paper,  telling  him  to  make  his  handshake 
conform  to  description  on  slip.  Example:  Frenchman, 
continually  bows;  Chinaman,  shakes  hands  with  self; 
Debutante,  languid,  two-finger  handshake,  etc. 

Sack  Shake: 

Tie  a  strong  paper  sack  on  each  right  hand,  telling 
wearer  not  to  remove  it  until  worn  out  by  handshaking. 

Scrapbooks: 

Give  to  each  guest  a  booklet  with  an  appropriate  title 
on  each  page.  Let  them  find  pictures  out  of  magazines 
furnished  them,  to  illustrate  the  title,  and  paste  in  book- 
let. Stories  of  the  lives  of  engaged  people  for  whom  a 
shower  is  given,  or  life  histories  appropriate  to  holidays 
prove  interesting. 

Tucker  Wants  a  Wife: 

Men  form  circle  around  circle  of  girls.  March  in 
opposite  directions.  When  music  stops,  men  grab  a 
partner  and  turn  about.  When  music  starts,  walk  with 
partner  until  it  stops.  Then  men  turn  about  and  start 
again,  securing  new  partners  when  music  stops  again. 

Or,  secure  partner  when  music  stops,  and  stand  and 
talk  on  certain  topic,  to  be  announced  each  time. 

An  interesting  modification  of  the  last,  sometimes 


28  GAMES  AND  PROGRAMS 

known  as  "Inquisition,"  consists  of  having  the  director 
call  someone  to  center  of  circle  and  ask  what  he  knows 
about  the  other  person  concerning  name,  occupation, 
native  State,  mutual  acquaintances,  likes  and  dislikes, 
etc.  This,  of  course,  is  done  after  a  moment  or  two  of 
conversation  between  partners. 

Fes  or  No: 

Give  each  person  ten  beans  and  have  him  engage  in 
conversation  without  saying  "Yes"  or  "No."  Each  time 
he  uses  either  word  he  must  surrender  one  bean  to  his 
partner  in  conversation.  See  who  can  win  the  most 
beans  in  a  given  time. 

HANDLING  SOCIAL  GROUPS  (Dividing  into  Groups) 

Alphabetical  Division: 

According  to  first  letters  of  last  names.  Example  of 
four  groups,  A  to  F;  G  to  L;  M  to  R;  S  to  Z. 

Broken  Quotations: 

Each  guest  is  given  a  part  of  a  quotation.  The  game 
consists  in  finding  the  complete  quotation.  When  this  is 
done  the  group  is  formed. 

Family  Party: 

Each  guest  is  given  a  card  which  assigns  him  to  a 
family  group.  He  searches  for  the  rest  of  his  family  and 
takes  his  place  with  them.  Example:  Papa  Dinkelspiel, 
Mamma  Dinkelspiel,  Peter  Dinkelspiel,  etc. 

Library: 

Names  of  authors  posted  around  the  room.  Slips  with 
names  of  books  given  to  guests.  Groups  are  then  formed 
according  to  authors,  all  the  books  meeting  at  the 
designated  places. 


GET-ACQUAINTED  GAMES  29 

Matching: 

According  to  States  of  birth,  States  and  cities,  colors 
or  tags,  month  of  birth,  complexion,  color  of  hair,  occu- 
pation, fat  or  lean,  tall  or  short,  etc.  Names  of  ani- 
mals, birds,  automobiles,  pinned  on.  Slips  with  catchy 
phrases,  such  as  "slow  but  sure"  used. 

Numbering  off  by  Fours,  Sixes,  etc.: 
According  to  number  of  groups  desired. 

Score  Cards: 

Used  for  progressive  games.  Should  indicate  to  what 
group  each  guest  is  assigned  at  the  beginning. 

SECURING  PARTNERS 

Bidding  for  Partners: 

Articles  belonging  to  girls  auctioned  off  to  highest 
bidder.  Box  socials,  etc. 

Celebrities: 

Cards  distributed  on  which  are  written  names  of  public 
or  humorous  characters,  with  the  names  of  their  partners 
on  corresponding  cards.  Example:  Pa  Ticklepitcher 
searches  for  Ma  Ticklepitcher,  Mr.  I.  M.  Smart  for  Mrs. 
I.  M.  Smart,  etc. 

Chair  less  Partners: 

Two  circles  of  chairs  are  formed  with  chairs  facing  out- 
ward. While  music  is  playing,  girls  march  around  one 
circle  and  boys  around  the  other.  Music  stops  suddenly 
and  all  try  to  get  seats.  The  girl  and  boy  left  over  be- 
come partners.  One  chair  is  removed  from  each  circle 
whenever  two  drop  out.  Continue  until  all  are  paired 
off. 


30  GAMES  AND  PROGRAMS 

Cobwebs: 

Various  methods  may  be  used.  (Strings  intertwined 
about  room.  Boys  given  one  end,  girls  the  other.  They 
untangle  the  string  until  they  meet.) 

Drawing  Names: 

Names  of  girls  written  on  slips  and  boys  draw  them. 
Slips  may  be  placed  in  book,  the  pages  turned,  and  the 
boys  in  turn  take  the  slips  and  find  their  partners. 

Enveloped  Partners: 

Write  name  of  each  woman  present  on  a  blank  card 
and  enclose  it  in  a  separate  envelope.  These  envelopes 
are  then  suspended  from  a  ribbon  stretched  across  the 
room  and  the  men  are  sent  blindfolded  to  dip  them 
down. 

Grand  March: 

Boys  line  up  on  one  side  of  room  and  girls  on  the  other 
side.  They  march  to  meet  each  other,  then  march  down 
the  center  of  the  room  as  partners. 

Hit  and  Miss: 

Ball  of  yarn  with  names  of  boys  wrapped  at  intervals 
in  it.  Girls  unroll  ball,  passing  it  around  the  circle.  Each 
girl  takes  the  name  of  the  boy  which  comes  to  her  first. 

Library: 

Girls  given  names  of  books.  List  posted  library  fashion . 
Boys  draw  books  desired  at  the  librarian's  desk. 

Marching: 

In  circles  or  lines,  usually  to  music.  When  music  stops 
or  sign  is  given,  boys  grab  partners. 

Matching: 
Pictures,  rimes,  hearts,  quotations,  songs,  adverth 


GET-ACQUAINTED  GAMES  31 

ments  (cut  in  half).  Author  and  book,  famous  lovers, 
common  dishes,  such  as  "ham  and  eggs,"  flowers,  animal 
crackers,  names  written  on  slips,  riddles  with  answers. 

Program  Cards: 

Boys  secure  signatures  of  girls  as  partners  for  the 
different  games. 

Shoe  Hunt: 

Shoes  in  pairs,  cut  out  of  various  colored  cardboard. 
These  are  concealed,  half  in  one  room  and  the  mates  in 
another  room.  Girls  hunt  for  shoes  in  one  room,  boys  in 
the  other;  then  match. 

Selection: 

Men  choose  partners  by  selecting  pah*  of  feet  under 
sheet  stretched  across  doorway;  or  by  pair  of  eyes  look- 
ing through  holes  cut  in  sheet;  or  by  silhouettes  (shadows 
thrown  on  sheet  or  curtain). 

Similar  Acts: 

Sneezing,  laughing,  grinning,  etc.,  in  accordance  with 
instructions  on  slips  of  paper  handed  to  guests. 

Symphony  Orchestra: 

Guests  are  blindfolded  and  different  instruments  given 
to  boys.  One  like  each  given  to  girls — mouth  organ,  pan 
and  stick,  bell,  etc.  Boy  finds  the  girl  who  has  the  same 
instrument  as  himself.  Very  interesting  for  small  groups. 

State  Outlines: 

Names  of  States  given  to  boys,  State  capitals  given  to 
girls.  Thus  they  find  their  partners.  Good  for  geo- 
graphical party. 

Stuntification  : 
Boys  given  slips  of  paper  telling  them  to  do  some  stunt. 


32  GAMES  AND  PROGRAMS 

Girls  given  slips  telling  what  their  partner  will  do.  As 
the  boys  do  their  stunts  the  girls  claim  their  partners. 
The  stunt  may  be  to  imitate  a  certain  animal,  or  some 
household  activity,  etc. 

Valentine  Partners: 

Valentine  hearts,  numbered,  are  pinned  on  curtains. 
Boys  are  given  corresponding  numbers.  Girls  shoot  with 
arrows  or  darts.  The  heart  which  a  girl  comes  nearest 
hitting  is  hers.  She  snatches  it,  with  the  boy  who  has 
the  same  number. 


CHAPTER  III 
ACTIVE  SOCIAL  GAMES 

SOCIAL  programs  are  usually  more  refreshing  and 
enjoyable  when  at  least  part  of  the  evening  is  devoted  to 
games  for  the  group,  involving  more  or  less  moving  about. 
Mild  physical  activity  in  a  social  atmosphere  is  very 
stimulating. 

Care  should  be  taken  not  to  overdo  the  active  games. 
It  will  be  found  advisable  to  introduce  occasional  quiet 
games  to  offset  the  others.  When  handling  crowds  that 
are  overboisterous  use  special  care  not  to  give  too  many 
active  games  that  might  lead  to  rowdyism  and  rough 
actions. 

Balloon  Goal: 

Players  divided  into  red  and  blue  teams,  numbers  being 
equal.  Tape  is  stretched  across  four  corners  of  room  at 
height  of  five  feet,  forming  two  blue  and  red  goals.  Like 
goals  are  placed  in  opposite  corners.  Two  or  more  bal- 
loons are  tossed  up  in  center  of  room.  Red  team  tries  to 
get  red  balloons  in  their  goal,  and  keep  the  blue  team 
from  getting  the  blue  balloons  in  the  blue  goals,  and 
vice  versa.  Each  goal  made  counts  one  point. 

Catch  of  Fish: 

Two  teams,  equal  in  number,  start  at  opposite  ends  of 
room,  and  move  toward  center.  Players  of  one  team  clasp 
hands  and  try  to  encircle  players  of  opposite  team. 
Players  caught  in  circle  are  caught  fish,  and  drop  out  of 
game,  or  join  opponents.  Fish  that  reach  opposite  end 
of  room  without  being  caught  then  become  the  net,  and 

33 


34  GAMES  AND  PROGRAMS 

game  goes  on  until  all  players  of  one  side  or  the  other  are 
caught.    (See  also  "Humming  Birds  and  Snake.") 

Catch  the  Cane: 

Players  form  circle.  Each  has  a  number.  One  player 
in  center  of  circle  with  finger  on  cane.  He  lifts  finger,  at 
same  time  calling  some  number.  Person  whose  number 
is  called  must  catch  cane  before  it  falls  to  floor.  If  he 
does,  he  changes  places  with  center  player. 

Caterpillar: 

All  but  one  sit  in  circle.  Odd  player  stands  in  middle 
of  circle  and  his  chair  is  left  empty.  Object  for  odd 
player  to  try  to  sit  in  empty  chair  and  the  others  attempt 
to  stop  him  by  continually  moving  one  way  or  the  other. 

Circle  Tag: 

Some  article  is  passed  around  circle,  the  player  who  is 
"It"  trying  to  tag  the  one  who  has  the  article  in  his  hand. 
Player  may  start  to  pass  article  in  one  direction  and  then 
turn  and  pass  it  the  other  way,  thus  adding  excitement 
to  the  game.  A  gymnastic  form  of  this  game  in  which 
volleyballs,  basketballs,  etc.,  are  tossed  in  various  direc- 
tions across  circle  may  be  modified  for  social  purposes 
by  using  toy  balloons. 

Club  Snatch: 

Two  teams,  equal  in  number,  stand  at  opposite  ends 
of  room.  A  club  or  some  other  object  is  placed  in  center 
of  room.  Leader  calls  numbers  of  players,  and  a  player 
from  each  team  starts  for  club.  Either  player  may  snatch 
the  club  and  try  to  carry  it  behind  his  goal  line  without 
being  tagged  by  the  other  player.  If  successful,  one  point 
is  scored  for  his  team;  if  tagged,  the  other  side  gets  the 
point. 


ACTIVE  SOCIAL  GAMES  35 

Curtain  Ball: 

Players  of  two  teams  stand  on  opposite  sides  of  a  high 
curtain,  and  toss  or  bat  the  ball  back  and  forth,  the  object 
being  to  prevent  the  ball  falling  to  the  floor.  One  point 
is  scored  every  time  a  team  fails  to  return  a  ball.  The 
excitement  is  increased  by  the  uncertainty  of  the  point 
at  which  the  ball  will  appear.  For  social  occasions  toy 
balloons  make  the  safest  and  most  exciting  balls.  Several 
of  these  may  be  kept  going  at  once. 

Deer  Stalking: 

Deer  and  stalker  blindfolded  and  placed  at  opposite 
ends  of  long  table  at  given  signal  begin  to  move  around 
it.  Object  for  stalker  to  catch  deer.  Neither  may  run 
out  into  room. 

Fox  (Slap  Jack): 

Form  circle.  One  player — fox — stays  outside  of  circle 
and  taps  shoulder  of  player.  Fox  runs  to  left  and  one 
tapped  to  right,  around  circle.  Object — for  each  to  try 
and  get  back  to  position  of  one  tapped.  One  left  out  is 
fox. 

Among  the  many  variations  of  this  game  is  one  in 
which  the  circle  holds  hands,  and  a  couple,  holding  hands, 
takes  place  of  fox.  Couple  run  around  circle  and  strike 
clasped  hands  of  some  couple,  who  immediately  run  in 
opposite  direction,  as  above  described.  (For  social  pur- 
poses, substitute  walking  for  running.) 

Going  to  Jerusalem: 

Chairs  placed  in  a  row,  facing  alternately  in  opposite 
directions.  One  chair  less  than  number  of  players.  Odd 
player  says,  "I'm  going  to  Jerusalem,"  and  starts  out 
walking  around  chairs.  As  he  tags  chair  of  player  with 
his  cane,  that  player  must  follow  him.  When  all  are 


36  GAMES  AND  PROGRAMS 

marching  that  he  intends  to  take  with  him,  the  music, 
which  has  been  going,  suddenly  stops  and  everyone 
dashes  for  a  chair.  The  one  left  out  drops  from  the  game, 
taking  a  chair  with  him.  The  music  starts  again  and  all 
march  around  again  until  music  stops.  This  continues 
until  there  are  just  one  chair  and  two  players  left.  The 
one  wins  the  game  who  gets  this  chair.  ("Musical 
Chairs'*  is  practically  the  same.) 

Have  You  Seen  My  Sheep? 

Player  goes  around  circle  asking,  "Have  you  seen  my 
sheep?"  Another  player  asks,  "What  was  he  like?"  First 
player  describes  the  dress  and  general  appearance  of 
someone  in  circle.  Second  player  guesses  who  is  de- 
scribed. If  he  guesses  right,  he  chases  that  player  around 
the  circle,  trying  to  tag  him  before  he  can  get  back  to  his 
place  again.  If  tagged,  the  person  described  becomes  the 
questioner;  otherwise  "player  two"  becomes  questioner. 

Humming  Birds  and  Snake: 

Boys  form  chain  by  Unking  arms  (Snake).  Girls  are 
Humming  Birds.  Any  girl  caught  in  a  snake  circle  drops 
out  of  the  game,  and  waits  for  her  mates  to  be  caught. 

Jacob  and  Rachel: 

All  the  players  except  two  form  a  circle  with  hands 
clasped.  The  two  extra  players,  named  Jacob  and 
Rachel,  stand  inside  the  circle.  Jacob  is  blindfolded 
and,  trying  to  catch  Rachel,  calls  her  name  from  time 
to  time.  Rachel  answers  by  calling  his  name,  but  tries 
to  change  her  voice,  as  she  moves  about,  so  as  to  deceive 
Jacob  as  to  the  place  where  she  is  standing  in  the  circle. 
If  Jacob  catches  Rachel,  she  is  blindfolded,  and  another 
Jacob  is  chosen  and  the  game  goes  on. 


ACTIVE  SOCIAL  GAMES  37 

Keep  Moving: 

Players  in  circle,  one  player  sings  and  goes  through 
motions,  other  players  imitating  him.  Leader  repeats  or 
sings,  "One  finger,  one  thumb  keep  moving,"  suiting 
action  to  the  words,  and  gradually  increases  until 
players  have  eight  fingers,  two  thumbs,  two  hands,  two 
arms,  two  feet,  two  legs,  one  head,  etc.,  moving. 

Last  Couple  Out: 

Formation,  column  of  twos,  with  single  player  stand- 
ing at  head  of  column.  Single  player  calls,  "Last  couple 
out,"  and  couple  at  rear  end  of  column  must  divide  and 
run  forward,  one  at  each  side,  and  try  to  join  hands  in 
front  of  caller  before  he  can  tag  either  of  them.  If  one 
is  tagged,  he  takes  place  of  caller,  who  forms  couple  with 
other  runner  at  head  of  column.  Caller  is  not  permitted 
to  look  around  to  see  couple  running  forward. 

Lost  Handkerchief: 

Modern  adaptation  of  the  game,  "Drop  the  Hand- 
kerchief." Circle  moves  slowly,  or  dancing  in  a  circle,  the 
players  keeping  their  eyes  closed.  One  person  who  is 
"it"  has  a  handkerchief  which  he  drops.  At  a  given 
signal  everyone  stops  and  looks  behind  him.  The  person 
getting  handkerchief  pursues  the  person  who  dropped  it. 

Maze  Tag: 

Formation,  column  of  sixes,  eights,  or  tens,  according 
to  size  of  space,  with  some  eight  or  ten  squads  in  column. 
Have  squads  clasp  hands  and  extend  sideward  arm's 
length.  Then  face  left  and  clasp  hands  with  ones  in  next 
squads  on  right  and  left,  and  again  extend  sideward  arm's 
length.  By  clasping  hands,  lanes  are  formed  in  one 
direction;  and  upon  facing  left  and  clasping  hands  with 
new  neighbors,  lanes  are  formed  at  right  angles  to  former. 


38  GAMES  AND  PROGRAMS 

One  player  is  chosen  as  fox  and  one  as  chicken.  Fox 
chases  chicken  up  and  down  lanes,  and  when  about  to 
capture  it,  leader  commands  "Left  face"  or  blows  whistle, 
and  new  lanes  are  formed,  throwing  the  two  runners  far 
apart.  New  runners  should  be  chosen  frequently.  This 
may  be  adapted  for  social  use  by  having  runners  walk. 

Parcel  Post: 

Players  sit  in  circle.  Postmaster  gives  each  of  players 
a  name  of  some  city.  One  is  blindfolded  and  put  in  center. 
Postmaster  calls  out,  "Post  going  from  Putney  to  Hong- 
Kong."  Players  with  these  names  must  change  places 
without  being  caught  by  blind  man  or  letting  him  get 
their  chairs.  When  "Parcel  Post"  is  called,  all  change. 
First  caught  is  blind  man. 

In  a  simpler  form  of  this  game,  known  as  "Numbers 
Change,"  all  players  are  numbered  instead  of  named. 
The  leader,  or  "It,"  in  center  may  or  may  not  be  blind- 
folded. He  calls  for  exchange  of  two  or  more  numbers, 
such  as  3,  5,  9,  10,  15,  27.  During  exchange  he  tries  to 
secure  a  seat.  The  one  left  out  becomes  "it." 

Partner  Tag: 

One  runner  and  one  chaser.  Rest  of  players  form  in 
circle  and  lock  arms  in  couples.  Runner  may  save  him- 
self from  being  tagged  by  locking  arms  with  one  player 
of  a  couple.  The  other  player  of  the  couple  then  becomes 
runner.  If  runner  is  tagged  he  becomes  chaser,  and  his 
chaser  becomes  runner. 

Passing  Objects: 

Group  divided  into  two  divisions,  and  arranged  in 
opposing  lines,  files,  separate  circles,  or  in  one  large  circle 
with  opponents  alternating.  Object  of  game  is  to  pass  a 
number  of  objects,  one  at  a  time,  from  one  end  of  line 


ACTIVE  SOCIAL  GAMES  39 

to  the  other,  or  around  the  circle,  taking  them  from 
basket  at  head  of  line  and  depositing  in  another  basket 
at  end  of  line.  If  the  single  large  circle  formation  is  used, 
division  into  sides  may  be  secured  by  forming  the  circle 
and  then  counting  off  by  twos.  Objects  may  then  be 
passed  around  circle  in  the  same  or  opposite  directions, 
the  ones  passing  to  ones,  and  the  twos  to  twos  only. 

Sculptor: 

One  player  is  called  a  sculptor.  While  he  is  looking  at 
the  others  they  dare  not  move,  and  are  to  remain  in  a 
fixed  position  like  statues.  The  sculptor  turns  his  head 
and  counts  seven.  During  the  count  the  players  may 
move;  but  when  the  sculptor  turns  around,  if  anyone  is 
moving  he  is  sent  back  to  the  starting  point  and  must 
start  over  again.  The  object  is  to  get  to  the  other  end 
of  the  room  without  being  caught  by  the  sculptor.  The 
last  one  across  the  room  becomes  "It." 

Slipper  Slap: 

Form  circle  shoulder  to  shoulder,  one  in  center. 
Players  pass  slipper  (rolled  towel,  etc.)  from  hand  to  hand 
behind  their  backs,  taking  every  opportunity  to  slap  one 
in  center  with  slipper.  One  in  center  tries  to  catch  one 
who  slaps  him  before  slipper  is  passed  on. 

Squirrel  in  Trees: 

Players  stand  in  groups  of  threes,  with  hands  on  each 
other's  shoulders  forming  trees.  In  each  tree  is  player 
representing  squirrel.  One  odd  squirrel  without  a  tree. 
Upon  signal,  all  squirrels  must  exchange  trees,  the  odd 
squirrel  trying  to  secure  a  tree  in  the  scramble.  The  one 
left  out  becomes  odd  squirrel  for  next  time.  Players 
forming  trees  should  change  off  with  squirrels  occa- 
sionally. 


40  GAMES  AND  PROGRAMS 

Still  Pond.   No  More  Moving: 

One  player  is  blindfolded  and  placed  in  the  center  of  a 
group  of  players.  The  blind  one  counts  out  loud  as 
rapidly  as  he  can,  up  to  ten,  during  which  time  the 
players  are  to  rush  away  from  him  as  far  as  they  can  get. 
As  soon  as  he  reaches  ten,  he  cries,  "Still  pond,  no  more 
moving,"  and  the  players  must  stand  perfectly  still. 
Three  steps  are  allowed  the  players,  which  they  may  use 
at  any  time  to  avoid  being  caught.  After  a  player  is 
caught  and  identified,  he  in  turn  is  blindfolded  and  be- 
comes "it." 

Triple  Change: 

Form  circle  with  several  standing  in  center.  All 
players  number  off  by  threes.  Players  in  center  take 
turns  calling  each  number,  as  "One!"  Then  all  of  players 
in  circle  numbered  "one"  must  change  places  with  each 
other,  the  person  who  called  number  trying  to  catch 
"one"  as  he  runs  to  new  place.  Player  caught  exchanges 
places  with  caller. 

Wolf  and  Sheepfold  (Cat  and  Rat): 

Players  form  circle  with  lamb  (one  player)  in  the 
center  of  the  circle  and  wolf  (another  player)  outside  the 
circle.  Wolf  tries  to  break  through  the  clasped  hands  of 
the  circle.  If  he  succeeds,  the  players  on  the  other  side 
of  the  circle  must  let  the  lamb  out  of  the  circle,  and  then 
clasp  hands  tightly,  preventing  the  wolf  from  escaping. 
If  the  wolf  again  breaks  through  the  clasped  hands,  the 
lamb  is  again  admitted  to  the  circle,  the  object  being  to 
prevent  the  wolf  from  catching  the  lamb.  When  lamb 
is  caught  he  becomes  the  wolf,  and  another  lamb  is 
chosen. 


CHAPTER  IV 
QUIET  SOCIAL  GAMES 

GAMES  of  the  quiet  type  may  be  made  very  interesting, 
especially  for  small  groups.  As  a  rule,  it  is  inadvisable  to 
build  up  the  entire  program  from  quiet  games,  but, 
rather,  to  plan  a  fair  mixture  of  mildly  active  and  quiet 
games. 

Animal  Alphabet: 

Two  sides;  person  from  each  side  names  animal  be- 
ginning with  letter  "a."  Alternate  in  turn  until  a  player 
cannot  think  of  any  more  "a"  animals.  That  side  gives 
up  a  player  to  other  side.  Begin  again  with  "b,"  etc. 
Time  limit.  Side  having  more  players  wins. 

Beast,  Bird,  Fish: 

Players  are  seated  in  a  circle.  One  player  stands  in  the 
center  with  a  soft  ball  made  by  crushing  paper  or  knotting 
up  a  handkerchief.  This  is  thrown  at  one  of  the  players 
by  the  one  in  the  center,  who  says  quickly,  "Beast,  bird, 
or  fish,"  then  repeats  one  of  these  classes  and  immediately 
counts  ten.  The  player  designated  must  name  some 
beast,  bird,  or  fish,  according  to  the  class  last  named  by 
the  thrower,  before  the  latter  has  finished  counting  ten. 
Failing  to  do  so,  he  changes  places  with  thrower. 

Buzz: 

One  of  the  players  starts  the  game  by  saying  "one," 
the  next  "two,"  the  next  "three,"  etc.,  until  "seven"  is 
reached,  when  the  word  "buzz"  is  substituted  for  it. 
The  next  .player  says  "eight/'  and  so  on,  up  to  a  multiple 
of  "seven,"  or  any  word  in  which  "seven"  occurs,  such 


42  GAMES  AND  PROGRAMS 

as  seventeen,  twenty-seven,  thirty-seven,  etc.  When 
"seventy"  is  reached  the  counting  proceeds  as  "buzz," 
"buzz-one,"  "buzz- two,"  etc.,  and  seventy-seven  is 
"buzz-buzz."  Whenever  a  player  says  a  number  instead 
of  "buzz,"  or  says  "buzz"  in  the  wrong  place,  he  must 
start  the  game  over  again  by  saying  "one."  The  game 
may  also  be  played  by  having  each  player  who  misses 
drop  out  of  the  game. 

Crazy  Stories: 

Cut  exciting  short  stories  into  paragraphs.  Mix  and 
pass  out  to  players  seated  in  circle.  One  reads  paragraph 
to  start  and  reading  continues  to  left.  A  queer  story 
results. 

Cross  Questions  and  Crooked  Answers: 

Boys  given  funny  questions  by  boy,  and  girls  given 
funny  answers  by  a  girl.  Line  up  facing  each  other  and 
read  questions  and  answers. 

Crossed  Scissors: 

A  pair  of  scissors  is  passed  from  hand  to  hand  about  a 
circle,  each  player  saying  as  he  passes  them  "I  pass  them 
crossed"  (or  "uncrossed").  In  the  first  case  he  should 
have  his  feet  or  hands  crossed;  in  the  second  case,  be 
careful  to  keep  them  apart.  Scissors  may  be  in  any 
position.  The  point  of  the  game  is  to  keep  the  secret  of 
the  formula  from  the  uninitiated  as  long  as  possible, 
hence  care  should  be  taken  to  give  the  impression  that 
the  secret  is  in  the  position  of  v  the  scissors. 

Do  This,  Do  That: 

In  this  game  one  player  represents  a  sergeant  and  the 
others  are  soldiers  whom  he  is  detailing.  When  he  makes 
an  action  and  says  "Do  this,"  the  others  have  to  imitate 
him;  when  he  says  "Do  that"  they  must  take  no  notice. 


QUIET  SOCIAL  GAMES  43 

Fly  Away: 

Circle  formation.  All  place  first  ringer  of  right  hand 
on  knee.  Leader  raises  finger  suddenly  saying,  "Fly 
away"  (something).  If  that  something  can  fly,  others 
must  raise  finger;  but  if  it  cannot  fly,  others  must  not 
move.  Give  forfeits  for  mismoves. 

"He  Can  Do  Little  Who  Can't  Do  This": 

One  boy  takes  a  stick  in  his  left  hand,  and  thumps  the 
floor  with  it,  saying  "He  can  do  little  who  can't  do  this." 
Then  he  hands  the  stick  to  another  player,  who  will 
probably  use  his  right  hand  when  holding  the  stick  and 
thumping.  If  he  does,  he  is  told  he  has  failed  in  the  simple 
task  and  the  stick  is  handed  to  another.  The  game  goes 
on  until  someone  discovers  that  the  secret  of  the  trick 
is  to  copy  the  leader  exactly  and  therefore  the  stick  must 
be  held  in  the  left  hand. 

Hickey  Pickey  Ho  key  Pokey: 

Players  seated  in  circle.  "It"  in  center  points  finger 
at  some  player  and  says  "Hickey  Pickey  Hokey  Pokey." 
Player  must  call  out  name  of  his  next-door  neighbor  on 
right  before  "it"  finishes  word  or  exchange  places  with 
hun.  Seats  should  be  changed  often  so  players  will  learn 
names  of  several  others. 

Horns: 

Similar  to  "Simon  says."  All  seated,  forefingers  placed 
on  knees  or  table.  Leader  says,  "All  horns  up,"  "Cat's 
horns  up,"  "Cow's  horns  up,"  etc.  If  animal  with  horns 
is  named  players  must  obey,  otherwise  disobey.  All  fail- 
ing drop  out  until  the  game  is  through. 

Hunt  the  Ring: 

Players  seated  in  circle,  holding  in  their  hands  a  string 
tied  at  the  ends  to  form  a  circle,  a  ring  having  been  placed 


44  GAMES  AND  PROGRAMS 

on  string  before  tying.  Players  keep  hands  moving  back 
and  forth  on  string,  passing  ring  on  whenever  it  comes 
to  them.  "It"  in  center  tries  to  find  the  ring  in  someone's 
possession.  If  he  succeeds,  that  player  becomes  "It." 

Huntsman: 

All  leave  room  while  leader  hides  given  object,  then  re- 
enter.  When  object  is  seen  person  takes  a  seat  without 
disclosing  its  location  to  others.  Continue  until  all  are 
seated.  First  one  is  new  leader. 

/  Love  My  Love: 

Players  seated  in  circle.  Leader  starts  with  series  of 
questions  about  "My  Love"  which  must  be  answered 
according  to  the  letters  of  the  alphabet.  The  A's  might 
run  this  way:  "I  love  my  love  with  an  A,  because  he  is 
Adorable.  His  name  is  Anthony  and  he  lives  in  Andover." 
Next  player  takes  letter  B,  etc.  Each  player  must  tell 
the  story,  fill  in  the  missing  ideas  with  his  special  letter 
of  the  alphabet.  Should  he  fail,  another  player  may  fill 
in  the  gap,  move  up  the  line  to  take  place  of  person  who 
failed.  Player  who  stays  longest  at  the  head  of  the  line 
may  have  the  prize  that  has  been  agreed  upon. 

Lightning: 

Two  sides;  person  from  each  side  leaves  room.  When 
called  in  they  are  told  first  letter  of  word  decided  upon 
by  company.  Must  mention  every  word  they  know  be- 
ginning with  letter.  Two  minutes  is  time  limit.  One 
mentioning  more  words  wins. 

Musical  Instruments: 

Players  seated  in  circle.  Each  player  chooses  some 
instrument  to  play.  "It"  in  center  steps  before  some 
player  and  putting  thumbs  to  ears  wiggles  his  fingers. 
Player  must  immediately  imitate  his  own  musical  instru- 


QUIET  SOCIAL  GAMES  45 

ment,  such  as  trombone.  "It"  will  then  start  imitating 
the  same  instrument,  and  other  player  must  go  through 
movement  just  executed  by  "It."  As  soon  as  "It" 
changes,  other  player  must  change  action.  If  "It"  can 
get  player  doing  same  action  as  his,  they  must  exchange 
places. 

My  Ship: 

Circle  formation.  One  starts  by  saying,  "My  ship  is 
loaded  with  apples,"  or  any  noun  starting  with  "a."  Next 
repeats  same,  and  adds  an  object  starting  with  "b,"  such 
as  "bread."  Each  in  turn  repeats  and  adds  a  new  noun 
alphabetically. 

"P's  and  Q's": 

Players  sit  in  circle  and  one  stands  in  middle,  asking 
each  in  turn  a  question,  as:  "The  Sultan  of  Turkey  has 
gone  forth  to  battle.  Tell  me  where  he  has  gone,  but 
mind  your  P's  and  Q's."  The  one  questioned  must  answer 
before  questioner  counts  ten,  naming  a  city  in  Turkey 
beginning  with  a  letter  before  P  in  the  order  of  the 
alphabet.  Other  questions  which  can  be  a  sked  are :  "The 
circus  has  come  to  town;  tell  which  animal  roared  the 
loudest?  Which  came  from  Africa?  Wnich  had  horns 
and  hoofs?"  etc.  Each  person  must  answer  quickly  or 
lose  his  place  in  the  game. 

Pop-ity-pop:  / 

Players  seated  in  circle.  "It"  in  center  points  ringer  at  A, 
some  player  and  says,  "Pop-ity-pop !"  Other  player  tries 
to  say  "Pop"  before  "It"  completes  his  word.  If  not 
successful,  he  must  change  places  with  "It."  If  circle  is 
large,  have  several  players  in  center  at  once.  When  "It" 
points  ringer  without  saying  anything,  the  player  must 
maintain  silence. 


46  GAMES  AND  PROGRAMS 

Scandal: 

Players  sit  in  long  line  or  circle.  First  turning  to  sec- 
ond, whispers  rapidly  some  remark.  Second  whispers  it 
exactly  as  he  heard  it,  to  third  player,  and  so  on  until 
the  line  is  finished.  The  last  player  then  whispers  it  to 
the  first  player,  and  first  player  repeats  his  original  re- 
mark to  the  company,  and  follows  it  with  the  form  in 
which  it  just  reached  him. 

Sculptors: 

A  number  of  cards  corresponding  to  the  number  of 
the  guests  are  labeled  with  the  names  of  different  animals. 
Each  guest  is  given  a  card  and  a  stick  of  gum.  All  the 
guests  chew  the  gum,  and  then  with  it  mold  an  animal 
representing  the  one  named  on  the  card.  The  cards  are 
then  taken  up  and  judged.  Prizes  are  given  for  the  best, 
and  all  are  displayed  upon  a  table. 

Statues: 

Players  choose  what  position  they  will  assume  and  be- 
come as  still  and  as  silent  as  statues.  One  player  is 
"Judge."  It  is  his  business  to  try  to  make  the  statues 
laugh.  All  who  laugh  pay  forfeits,  but  the  one  who  keeps 
his  face  grave  longest  becomes  "Judge." 

Teakettle: 

One  player  is  sent  from  room.  Remainder  of  group 
decide  upon  a  word  with  more  than  one  meaning,  such 
as  "can."  The  other  player  is  then  called  in  and  asks 
questions  of  the  group.  The  answers  should  all  contain 
the  hidden  word,  but  the  word  "teakettle"  should  be 
used  in  place  of  the  word.  The  one  whose  answer  reveals 
the  word  becomes  "It"  for  next  time. 

This  is  my  Nose: 
Leader  points  to  someone  and  takes  hold  of  her  own 


QUIET  SOCIAL  GAMES  47 

ear,  saying,  "This  is  my  nose."  That  person  has  to  point 
to  her  nose  and  say,  "This  is  my  ear,"  before  leader 
counts  ten. 

Quaker  Meeting: 

The  player  who  is  "It"  goes  to  each  person  and  says, 
"Brethren,  this  is  a  very  solemn  occasion."  He  says  it  in 
a  comical  manner,  trying  to  make  them  laugh.  Any  who 
laugh  must  pay  a  forfeit,  or  the  first  one  he  makes  laugh 
must  change  places  with  him. 

Questions: 

Players  sit  in  circle,  with  "It"  in  center.  "It"  goes 
about  asking  questions  of  various  players.  The  question 
must  be  answered,  not  by  the  one  addressed,  but  by  the 
player-  on  his  right.  Any  player  answering  a  question 
addressed  to  him,  or  failing  to  answer  one  addressed  to 
player  on  his  left,  changes  with  questioner. 

QUIET  GAMES  WHICH  REQUIRE  PAPER  AND  PENCIL 

Cake  Game: 

Person  who  is  leader  gives  out  questions,  and  the 
others  try  to  guess  the  answers,  writing  them  down  in 
the  order  the  leader  gave  them  out.  These  are  a  few  of 
the  possible  questions:  "What  kind  of  a  cake  would  the 
cook  bake  for  a  milkman?  (Cream  Cake);  a  milliner? 
(Ribbon  Cake);  a  farmer?  (Fruit  Cake);  a  geologist? 
(Layer  Cake);  a  carpenter?  (Plain — "plane" — cake);  a 
dog-catcher?  (Pound  Cake);  a  baby?  (Patty  Cake). 

Composite  Animals: 

Name  five  animals.  Provide  each  with  drawing  ma- 
terials and  have  drawings  represent  at  least  one  charac- 
teristic of  each  animal  in  one  animal.  Prizes  may  be 
offered. 


48  GAMES  AND  PROGRAMS 

Dot  Menagerie: 

Each  person  is  given  a  lead  pencil  and  paper  and  draws 
five  dots  (large)  scattered  far  apart.  Players  then  ex- 
change papers  and  try  to  connect  the  dots  by  lines  so 
as  to  make  a  wild  animal.  Prizes  may  be  given  for  the 
best  and  the  worst  dot  animal. 

Flowery  Romance: 

1.  The  heroine's  name  and  the  color  of  her  hair — 

Marigold. 

2.  The  hero's  name  and  what  he  wrote  with-— Jonquil. 

3.  Their  favorite  pastime  in  winter — Snowball. 

4.  What  he  did  when  he  proposed — Aster. 

5.  The  ghastly  trophy  which  he  offered  her — Bleed- 

ing Heart. 

6.  What  she  said  when  he  knelt  before  her — Johnny- 

jump-up. 

7.  The  person  to  whom  she  referred  him — Poppy. 

8.  The  hour  for  the  wedding — Four-o'clock. 

9.  The  maid-of-honor  and  the  color  of  her  eyes — 

Black-Eyed-Susan. 

10.  The  disposition  and  name  of  the  best  man — Sweet 

William. 

11.  The  four  bridesmaids — Lily,  Rose,  Daisy,  Mar- 

guerite. 

12.  The  color  of  their  dresses — Pink,  Lilac,  Violet, 

Heliotrope. 

13.  What  the  bride  wore  in  her  hair — Bridal- Wreath. 

14.  What  she  wore  on  her  feet — Lady's  Slippers. 

15.  The  clergyman — Jack-in- the-Pulpit. 

1 6.  The  number  of  guests  that  attended  the  wedding — 

Phlox. 

17.  The  minister's  fee — Shepherd's  Purse. 

18.  The  length  of  their  happiness — Everlasting. 


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QUIET  SOCIAL 

"Nation"  Contest  (Partial  List): 

1.  A  popular  flower — Carnation. 

2.  To  give — Donation. 

3.  Putting  off — Procrastination. 

4.  The  taking  of  vows — Ordination. 

5.  "Seeing  things" — Hallucination. 

6.  Ordered  by  the  Board  of  Health — Vaccination. 

7.  Common  in  Russia — Assassination. 

8.  One's  fancy — Imagination. 

9.  Disobedience — Insubordination. 
10.  The  end — Termination. 

Hidden  Flowers  (Partial  List): 

1.  An  amiable  man — Sweet  William. 

2.  The  pulse  of  the  business  world — Stocks. 

3.  A  title  for  the  sun — Morning-glory. 

4.  A  bird  and  a  riding  accessory — Larkspur. 

5.  A  pillar  of  a  building  and  a  syllable  that  rimes 

with  dine — Columbine. 

6.  A  flower  between  mountains — Lily  of  the  Valley. 

7.  A  dude  and  an  animal — Dandelion. 

8.  The  place  for  a  kiss— Tulips. 

9.  A  wild  animal  and  a  bit  of  outdoor  wearing  ap- 

parel— Foxglove. 
10.  The  result  of  Cupid's  arrows — Bleeding  Heart. 

Nut  Contest: 

Players  are  given  slips  of  paper  with  the  following  lists 
of  questions  to  which  in  fifteen  minutes  they  must  write 
the  answers.  There  can  be  no  comparison  of  answers  or 
help  of  any  kind,  and  the  longest  list  of  correct  answers 
wins  the  game : 

What  nut  grows  at  the  sea-shore?  (Beechnut) 
What  nut  incloses  a  city  in  China?    (Walnut) 


4*?o  GAMES  AND  PROGRAMS 

What  nut  does  a  schoolmaster  love?    (Hickory  nut) 
What  nut  did  Captain  Kidd  use?    (Chestnut) 
What  nut  colors  eyes?     (Hazelnut) 
and  as  many  other  queer  nuts  as  the  hostess  can  think  of. 

Newspaper: 

Each  individual  or  group  is  assigned  section  of  news- 
paper to  write,  such  as  "Want  Ads,"  "Divorces," 
"Sports,"  "Editorials,"  etc.  Editor  and  staff  put  to- 
gether and  read.  Personalities  are  good  if  they  are  well 
acquainted. 

Novels: 

Each  writes  a  short  paragraph  of  a  love  story  with  a 
given  plot.  Leader  puts  story  together  and  reads. 

Slang:  £^j~ 

One  writing  greatest  number  of  slang  words  in  given 
time  wins. 

Comic  Story: 

Write  a  short  comic  story  on  given  subject,  such  as 
"The  Weaker  Sex."  Exchange  and  read. 

Telegram: 

Piece  of  paper  given  each  with  ten  letters  on  it.  Per- 
son must  fill  in  words,  using  each  letter  to  begin  a  word. 
Have  telegrams  read  to  the  others. 

Travel: 

Write  one  hundred  words  on  subject,  "How  would  you 
spend  $300  given  you  for  the  purpose  of  travel,  which 
must  not  be  used  for  anything  else?"  Read  and  give 
prizes. 

Word  Making: 
A  word  is  chosen  with  a  fair  variety  of  letters  in  it, 


QUIET  SOCIAL  GAMES  5 1 

such  as  "granulated,"  "telephonic,"  and  each  player 
writes  down  all  the  smaller  words  that  can  be  made  from 
it,  without  using  the  same  letter  twice  in  one  word, 
though  a  word  with  two  "a's"  in  it  might  be  made,  as 
"granulated"  itself  has  two  "a's."  The  one  who  has  the 
most  words  wins. 

Pied  Names  of  Presidents  (Partial  List) : 

1.  Man  in  cab  or  hall.     (Abraham  Lincoln) 

2.  Yes,  glass  turns.     (Ulysses  S.  Grant) 

3.  Son  rock  and  Jew.     (Andrew  Jackson) 

4.  Willie  mink  clay.     (William  McKinley) 

5.  Carver  delve  long.     (Grover  Cleveland) 

6.  If  gales  mead  jar.     (James  A.  Garfield) 

7.  Oft  John  fears  men.     (Thomas  Jefferson) 

8.  O  shagging  rantwe.     (George  Washington) 

9.  Jay  chins  quondam.     (John  Quincy  Adams) 
10.  Knife  lancer  rip.     (Franklin  Pierce) 


CHAPTER  V 
COMPETITIVE  SOCIAL  GAMES 

COMPETITIVE  games  have  a  distinct  place  in  the  social 
program,  and  it  is  possible  to  arrange  a  very  attractive 
evening's  entertainment  on  a  competitive  basis.  This 
may  be  in  the  form  of  the  so-called  "Fake"  or  "Indoor 
Athletic  Meet,"  or  under  some  other  striking  head.  If 
desired,  the  competitive  games  may  be  made  merely  a 
part  of  the  evening's  entertainment. 

Experience  has  demonstrated  that  an  easy  way  to 
handle  a  large  crowd  is  on  the  competitive  basis,  with  the 
group  divided  preferably  into  two  separate  teams,  ar- 
ranged on  opposite  sides  of  the  room,  with  captains  to 
select  representatives  for  various  games,  and  yell  leaders 
to  stir  up  enthusiasm.  If  possible,  see  that  every  member 
of  each  team  takes  part  in  at  least  one  game.  Make  the 
competition  exciting  and  comical. 

For  convenience,  the  events  suggested  are  listed  under 
the  headings  of  "Dashes,"  "Obstacle  Races,"  and  "Field 
Events." 

FAKE  ATHLETIC  MEETS 

The  Fake  Athletic  Meet  is  a  take-off  on  the  customary 
track  and  field  meets  held  in  schools  and  colleges.  Under 
the  names  of  various  events  ridiculous  stunts  are  given. 
The  whole  atmosphere  is  one  of  fun  and  laughter.  The 
meet  may  be  extensive  and  highly  organized,  providing 
an  entire  evening's  entertainment;  or  it  may  be  made 
merely  a  part  of  a  larger  program. 

It  is  advisable  to  have  judges  and  officials  equipped 
with  score  cards,  tape  measures,  chalk,  string,  and  other 
necessary  equipment;  an  announcer,  with  a  megaphone 


COMPETITIVE  SOCIAL  GAMES  55 

or  strong  voice;  and  a  blackboard  on  which  the  score 
can  be  kept. 

The  meet  should  be  adapted  to  fit  the  size  of  the  group, 
place  of  meeting,  age  of  contestants,  etc.  Keen  competi- 
tion can  be  secured  by  dividing  the  group  into  one  or 
more  teams  named  for  colleges  or  high  schools;  using 
flags,  pennants,  banners,  yells,  and  songs.  Yell  leaders 
and  captains  of  teams  should  be  selected  and  the  re- 
sponsibility placed  on  them  for  selecting  representatives 
for  the  various  events,  and  for  arousing  enthusiasm. 
Much  of  the  success  of  the  meet  will  depend  upon  the 
smoothness  and  promptness  with  which  it  is  conducted. 

Each  team  captain  should  be  given  a  program  of 
events,  with  instructions  to  select  the  proper  number  of 
representatives  for  each  event.  The  groups  may  be  com- 
posed of  natural  organizations  within  the  larger  group  in 
some  cases,  such  as  Boy  Scout  Patrols,  Sunday  school 
classes;  or  they  may  be  selected  at  random  by  some  of 
the  various  methods  suggested  elsewhere  for  dividing 
into  groups. 

Scoring  should  be  made  according  to  regular  track 
method;  5  points  for  first  place;  3  for  second  place;  and 
i  for  third  place. 

The  events  listed  here  are  merely  suggestive,  and  pro- 
vide sufficient  material  for  many  such  programs.  A  little 
thought  will  suggest  many  other  adaptations  of  events. 

If  desired,  prizes  of  some  kind  may  be  prepared  to  give 
to  the  winning  team. 

TRACK  EVENTS 

(May  be  called  50  yd.,  100  yd.,  220  yd.,  440  yd.,  etc.) 
Bean  Dropping: 
Place  milk  bottle  on  floor.    Give  each  person  handful  of 


34  GAMES  AND  PROGRAMS 

beans.  Have  him  stand  erect  and  with  arm  outstretched 
at  side  horizontal,  drop  beans  into  bottle. 

Blow  It: 

Have  cornucopia  shaped  papers  on  strings  and  have 
players  blow  them  a  certain  distance  to  a  goal  line. 

Chew  the  String: 

A  marshmallow  or  prune  is  placed  in  middle  of  long 
string.  Couples  take  opposite  ends  of  string  in  mouth. 
At  signal  all  start  chewing  on  the  string.  Couple  reach- 
ing center  first  wins. 

Egg  and  Spoon  Race: 

Player  carries  blown  egg  shell  in  teaspoon,  hand  ex- 
tended, with  other  hand  behind  him. 

Fan  It: 

A  fan  and  a  piece  of  tissue  paper,  or  feathers,  are  given 
each  player.  Score  on  one  that  blows  paper  to  goal  and 
back. 

Hopping  Water: 

Hop  20  feet  with  glass  of  water  in  the  right  hand. 
Pencil  Balance: 

Lay  a  pencil  across  the  toes  of  the  foot  and  walk  a 
certain  distance  without  displacing  it. 

Whistle  It: 

Each  contestant  must  eat  a  large  cracker  and  whistle 
a  tune — which  can  be  recognized  by  the  judges.  The  one 
who  finishes  whistling  tune  first  wins. 

OBSTACLE  RACES 

Bottle  Balance: 
Sit  on  large  bottle  lying  on  its  side,  legs  extended,  with 


COMPETITIVE  SOCIAL  GAMES  55 

right  heel  on  left  toe.  Contestant  who  succeeds  in  thread- 
ing needle  in  shortest  time  while  sitting  in  this  position, 
wins. 

Bean  Extracting: 

Player,  looking  in  mirror,  removes  beans  from  cup  in 
hand  with  spoon  and  places  them  in  cup  on  head. 

Backward  Hop  Hurdle  Race: 
Contestants  hop  backwards  over  line  of  small  objects. 

Backward  Walk: 

Walk  backward  length  of  room  without  looking  over 
shoulder. 

Blind  Obstacle:  • 

Prepare  obstacle  course  of  several  piles  of  books  or 
other  small  objects,  placed  a  few  feet  apart.  Blindfold 
players  after  letting  them  observe  position  of  obstacles. 
Then  remove  obstacles  quietly  just  before  starting  race. 
Encourage  runners  to  jump  high,  etc. 

Book  and  Umbrella  Race: 

Couple  from  each  team.  Each  contestant  is  given 
raised  umbrella  and  armful  of  books,  and  must  run 
around  goal  at  opposite  end  of  room  and  back  to  starting 
point,  keeping  together.  Any  books  dropped  must  be 
picked  up. 

Candle  Race: 

Contestants  carry  lighted  candle  length  of  room  and 
back,  circling  chair  placed  in  center.  If  candle  goes  out, 
runner  returns  to  starting  place  to  relight  it. 

Chair  Race: 

Double  row  of  chairs,  back  to  back.  Number  ones  on 
each  side  run  around  chairs;  returning  they  touch  off  the 
next  person.  Race  won  as  last  man  returns  to  chair. 


56  GAMES  AND  PROGRAMS 

Clothes  Hanging  Race: 

Teams  in  relay  formation,  players  working  in  couples. 
First  couple  in  each  team  starts  with  suitcase  filled  with 
old  clothes  of  all  descriptions.  They  run  to  point  where 
line  has  been  erected,  and  together  hang  out  all  clothes 
in  their  suitcase.  They  then  run  back  to  start,  give 
suitcase  to  next  couple  who  go  and  take  clothes  from 
line,  etc.  Continue  until  all  couples  have  run. 

Drain  the  Bottle: 

Each  contestant  given  baby's  milk  bottle  filled  with 
milk  or  water.  On  signal  race  to  see  which  can  drain 
bottle  first. 

Elopement: 

Couple  from  each  group  given  suitcase  containing  both 
boy's  and  girl's  hat  and  coat.  Each  must  don  these;  run 
to  goal;  take  them  off;  return  them  to  suitcase  and  run 
back  to  starting  point.  Next  couple  repeats  operation, 
etc. 

Feed  the  Blind: 

Two  contestants  from  each  team  are  blindfolded.  Girl 
is  given  five  or  ten  peanuts  which  she  must  shell  and 
feed  to  her  partner;  or  ice  cream,  or  cup  of  milk  and 
crackers  may  be  used, 

Folding  Chair: 

Teams  in  columns  of  couples.  Girl  holds  boy's  arm. 
Boy  carries  folded  chair.  Run  to  goal,  girl  sits  in  chair, 
return,  give  chair  to  next  couple. 

Hobble  Hurdle: 

Hobble  contestants  with  sacks  or  rope.  Barriers  of 
pasteboard  or  other  light  material  placed  across  room. 
Contestants  jump  or  wiggle  length  of  course. 


COMPETITIVE  SOCIAL  GAMES  57 

Inflated  Bag  Race: 

Place  strings  across  room;  o~ne  for  each  group.  An 
inflated  paper  bag  should  be  attached  to  each  string  by 
means  of  a  hairpin,  so  that  it  may  be  blown  along  the 
string.  Suspend  string  taut  at  height  of  five  feet.  Con- 
testants blow  inflated  bags  along  strings. 

Knife  Balance: 

Place  peanuts,  potatoes,  popcorn,  or  other  objects  at 
one  end  of  room.  Contestants  carry  them  on  knife  to 
opposite  end  of  room. 

Paper  Race: 

Each  contestant  is  given  three  pieces  of  paper  (news- 
papers are  satisfactory).  All  three  held  in  hands  at  start; 
then  used  alternately  to  step  on  throughout  race.  Con- 
testant must  not  step  on  floor,  and  may  not  place  more 
than  one  foot  on  piece  of  paper  at  one  time. 

Pie  Race: 

Contestants  eat  pieces  of  berry  pie  without  use  of 
hands. 

Pillow  Hurdle  Racey 

Contestants  jump  blindfolded  over  pillows  placed  at 
intervals  on  floor.  Stepping  on  pillow  disqualifies  player. 

Sack  Bust: 

Group  is  divided  into  two  divisions,  arranged  in  two 
opposing  lines  or  in  two  circles.  Each  player  is  equipped 
with  one  inflated  paper  bag.  On  signal,  player  at  head 
of  line  strikes  his  bag  with  hand,  bursting  it  with  loud 
report,  and  immediately  hands  the  remains  to  next  in 
line,  who  bursts  his  bag  in  similar  manner,  and  passes  the 
remains  to  next  player.  Continue  to  end  of  lineX 


58  GAMES  AND  PROGRAMS 

Sack  Race: 

Competitors  have  legs  tied  in  sacks,  and  jump  along 
to  goal  in  this  position. 

Triple  Obstacle  Race: 

Three  chalk  lines  made  on  floor  five  to  seven  feet  apart; 
player  from  each  group  stationed  at  each  line.  At  start- 
ing signal,  first  player  eats  one  cracker;  runs  to  second 
line  and  whistles.  Second  player  then  pushes  peanut  or 
potato  with  finger  to  third  line.  Third  player  then  runs 
to  wall  into  which  a  needle  is  stuck,  pulls  a  hair  from 
head  and  threads  needle,  without  touching  needle  with 
hands. 

Thread  the  Needle: 
Thread  needle,  unthread,  and  pass  on  to  next. 

Turtle: 

Cut  turtles  out  of  heavy  cardboard.  Punch  holes  in 
heads  and  pass  strings  through;  tie  one  end  to  chair.  By 
pulling  the  string  and  then  letting  it  slack  the  turtle  will 
be  made  to  move.  Flop  the  turtle  over  and  it  will  move 
in  opposite  direction.  Race  to  line  and  back.  (The  kind 
of  animal  is  immaterial.  Boats  are  often  used.) 

Walk  the  Chalk  Line: 

Player  walks  along  irregular  chalk  line  or  string  laid 
on  floor  while  looking  through  large  end  of  opera  glasses. 
Score  according  to  distance  walked  before  losing  balance 
or  before  stepping  off  line. 

FIELD  EVENTS 

Shot  Put: 

i.  Toss  feather  weighted  with  coin  or  other  light 
object. 


COMPETITIVE  SOCIAL  GAMES  59 

2.  Inflated  paper  bags  may  be  used;  weights  attached 

if  desired. 

•  3.  Toss  peanuts  into  mouth  of  milk  bottle  from  dis- 
tance of  four  or  five  feet.  Best  out  of  ten  trials 
wins. 

4.  Place  small  candy  on  nose.  At  signal  juggle  it  into 
mouth. 

Discus: 

Paper  plates  or  flexible  cardboard  discs  are  thrown  by 
players  from  circle.  Measure  distances. 

High  Jump: 

Contestants  from  each  team  line  up  and  test  range  of 
voices.  Boys  preferred;  or  both  boys  and  girls.  One 
having  greatest  range  wins. 

Broad  Jump: 

Contestants  from  each  team  line  up  and  have  their 
widest  grin  measured  with  a  tape  measure. 

Javelin  Throw: 

Fix  small  sticks  with  feathers  in  one  end,  to  form  darts. 
Contestants  throw  the  darts  for  distance. 

Pole  Vault: 

Contestants  jump  (or  step)  over  stick  held  tightly  in 
both  hands. 


CHAPTER  VI 
SOCIAL  PROGRAMS  ON  SPECIAL  THEMES 

IT  is  often  desirable  to  plan  the  evening's  program 
around  a  central  theme,  arranging  games,  decorations, 
costumes,  refreshments,  and  all  activities  in  such  a 
manner  that  they  will  conform  as  closely  as  possible  to 
the  dominant  note  of  the  evening.  For  example,  if  a 
Backward  Party  is  given,  have  everything  done  back- 
ward throughout  the  evening. 

Advertisement  Party: 

Print  invitations  to  resemble  ads.  Ask  each  person  to 
wear  something  suggestive  of  a  well-known  advertise- 
ment and  let  the  crowd  guess  the  ads. 

Paste  large  ads  to  cardboard  and  cut  into  five  or  six 
pieces.  Distribute  these  among  guests  and  ask  them  to 
arrange  the  pieces  properly.  Each  group  then  puts  on  a 
charade  to  represent  its  advertisement. 

"Billboard"  is  a  game  where  one  person  is  seated  with 
his  back  to  the  group.  A  large  advertisement  is  then 
pinned  to  his  back  and  the  audience  throws  out  hints  as 
to  what  it  is.  The  one  who  gives  it  away  must  take  the 
place  of  the  billboard. 

For  refreshments,  serve  articles  well  known  in  ads, 
such  as  jello,  Campbell's  products,  etc. 

Automobile  Party: 

Arrange  a  guessing  contest  based  on  names  of  well- 
known  cars. 

i.  What  car  carries  a  warning  in  its  name?    Dodge. 
60 


SPECIAL  THEMES  61 

2.  What  car  reminds  you  of  Dan  Cupid?  Fierce- 
Arrow,  etc. 

Divide  the  guests  into  groups  and  give  each  one  the 
name  of  some  car.  Then  put  on  a  series  of  races  between 
the  groups. 

Arrange  a  pantomime  skit  illustrating  a  ride  in  a 
Ford.  Have  a  puncture,  plenty  of  cranking,  etc.,  to  give 
action. 

Alphabet  Social: 

Invite  the  guests  to  come  and  learn  their  a,  b,  c's. 
Pin  a  large  letter  on  each  one.  Only  persons  whose  letters 
form  a  word  may  talk  together.  Each  word  which  he 
helps  to  form  is  recorded  by  the  guest  on  a  card.  At  a 
given  time  call  for  scores  and  award  a  suitable  prize  to 
one  having  the  longest  list.  Next  line  up  two  complete 
alphabets  (a  letter  to  a  person)  and  have  a  spelling  match. 
The  leader  calls  out  a  word  and  each  side  tries  to  be  the 
first  to  spell  it  by  getting  the  people  together  to  form 
the  word.  The  side  winning  scores  a  point.  (Where  the 
same  letter  occurs  twice,  the  person  wearing  that  letter 
must  stand  in  the  first  place  where  it  occurs  and  then 
move  to  the  second  place.) 

For  progressive  games  at  tables,  provide  three  com- 
plete alphabets  and  more  of  the  vowels  for  each  table. 
Let  one  table  spell  names  of  flowers,  another  fruit,  and 
another  proper  names,  etc.  Allow  five  minutes  and  then 
the  two  having  largest  number  of  words  at  each  table 
move  on  to  next  table. 

"I  love  my  love"  is  a  suitable  game.    See  Chapter  IV. 

Backward  Party: 

Write  the  invitations  last  word  first.   Meet  guests  at 
back  door  and  serve  refreshments  first  instead  of  last. 
Have  a  drill  where  the  actors  wear  their  clothes  back- 


62  GAMES  AND  PROGRAMS 

ward.  Put  a  bonnet  over  the  face.  Bending  forward,  and 
other  simple  movements,  will  look  very  funny. 

Have  a  spelling  match  where  short  words  are  pro- 
nounced, spelled  backward  and  pronounced  again. 

Time  turned  backward  makes  us  children.  Ask  each 
person  to  bring  a  picture  of  himself  as  a  child.  Have  these 
numbered  and  on  display.  Let  the  crowd  guess  who  the 
pictures  are. 

Bonnet  Bee: 

Ask  the  ladies  each  to  bring  an  old,  untrimmed  hat  and 
some  trimming  material.  Let  the  men  find  partners  by 
matching  their  half  of  a  pictured  hat  with  the  lady's  half. 
Each  man  selects  a  hat  and  trims  it  for  his  partner. 
Allow  thirty  minutes  or  more,  then  have  a  grand  march 
and  award  a  prize  for  the  best  "creation." 

College  Party: 

Decorate  with  college  banners  and  pillows.  Use 
placards  to  indicate  desk  for  registration,  various  class- 
rooms, etc.  Each  person  fills  out  a  short  questionnaire 
for  entrance  examination.  The  guests  are  then  divided 
into  groups  representing  the  four  classes  (freshmen, 
sophomore,  etc.).  They  may  sign  up  for  the  classes  they 
wish  to  attend.  These  may  be  humorous  affairs  in  charge 
of  various  leaders.  The  last  class  should  be  a  track  meet 
for  everyone.  (See  section  on  "Competitive  Social 
Games.")  Junior  Prom  will  include  finding  partners  for 
refreshments. 

f 

Fad  Party: 

Ask  each  guest  to  wear  something  suggestive  of  his  pet 
hobby,  and  be  prepared  to  give  a  convincing  talk  on  its 
merits.  A  hobby-horse  should  hold  a  prominent  place  in 
the  room.  The  guest  who  is  telling  of  his  hobby  might 


SPECIAL  THEMES  63 

seat  himself  on  this  horse  as  he  talks.  Cards  and  pencils 
to  register  guesses  as  to  the  hobbies  represented  might 
be  first  on  the  program. 

Flower  Social: 

Decorate  with  flowers  and  use  flowers  as  prizes  and 
favors.  There  are  many  guessing  contests  which  may  be 
arranged  on  the  subject  of  flowers  (see  "Hidden  Flowers" 
and  "Flowery  Romance"  in  chapter  on  "Quiet  Games"). 
A  very  good  one  is  to  prepare  cards  with  pictures  pasted 
on  them  to  represent  names  of  flowers  (for  example,  a 
goat  and  a  cup  for  buttercup,  flock  of  sheep  for  phlox,  a 
rooster  and  dressing  comb  for  coxcomb,  etc.).  Pro- 
gressive games  with  a  great  many  cardboard  letters  at 
each  table  with  which  the  guests  spell  names  of  flowers 
is  good  fun.  Match  flowers  (or  pictures  of  flowers)  to  get 
partners  for  refreshments. 

Geographic  Party: 

The  invitations  should  be  decorated  with  a  pen-and- 
ink  sketch  of  the  globe  and  each  guest  might  be  asked  to 
wear  something  suggestive  of  a  certain  geographic  feature 
of  the  earth's  surface.  A  person  carrying  a  bean  and 
calling  attention  to  it  by  saying,  "See  my  bean,"  would 
represent  Caribbean  Sea,  an  Alpine  staff  would  suggest 
the  Alps,  etc.  After  these  have  been  guessed,  have  a 
geography  match.  Divide  the  guests  into  two  groups 
which  line  up  facing  each  other.  Number  one  starts  by 
naming  a  certain  place  in  the  world  (city,  country,  river, 
etc.).  Number  one  on  the  opposite  side  must  then  name 
a  place  beginning  with  the  last  letter  of  the  word  used  by 
the  other  side.  Alternate  between  sides;  anyone  failing 
to  give  a  place  (not  named  before)  must  drop  out. 
Charades,  using  the  names  of  cities,  are  easily  worked 

it.   Distribute  slips  bearing  such  words  as  "isthmus," 


64  GAMES  AND  PROGRAMS 

"peninsula,"    "ocean,"    etc.,    to    match    partners    for 
supper. 

House  Picnic: 

Ask  guests  to  dress  in  sports  clothes.  When  they 
arrive  pin  the  name  of  a  famous  summer  resort  to  the 
back  of  each  person  and  let  them  guess  what  the  place  is, 
from  hints  thrown  out  by  others.  Ask  them  if  they  wish 
to  pick  flowers,  and  provide  pencil  and  paper  for  them 
to  guess  the  names  of  flowers  as  represented  by  pictures 
on  cards.  (See  "Flower  Social.")  Let  them  fish  for  trout 
(celluloid  fish  in  a  large  pan  of  water  to  be  snared  with 
large  hook  on  a  line)  or  draw  on  paper  the  picture  of  a 
fisherman  with  a  rod  in  his  hand  and  let  them  be  blind- 
folded and  attempt  to  pin  a  paper  fish  to  the  end  of  the 
line  in  the  picture.  Play  simple  outdoor  games  suitable 
for  indoors,  such  as  bean  bag  and  ring  toss.  Refreshments 
should  be  of  true  picnic  variety  and  served  in  picnic 
fashion.  Close  the  evening  by  singing  popular  songs  and 
old  melodies  accompanied  by  guitars  and  ukuleles. 

Hard  Time  Party: 

Write  the  invitations  on  brown  wrapping  paper.  Ask 
the  guests  to  dress  in  poverty-stricken  fashion  and  let 
the  furniture  and  decorations  be  in  keeping  with  this 
idea.  The  following  rules  can  be  printed  on  the  invita- 
tions: 

1.  Every  man  who  appears  in  a  "b'iled  shirt"  will  be 

subject  to  a  fine. 

2.  No  gewgaws  permitted. 

3.  Every  woman  will  be  fined  who  does  not  wear  a 

calico  dress  and  apron. 

4.  All  jewelry  prohibited. 

Play  old-fashioned  games  that  require  no  special 
preparation  or  materials. 


SPECIAL  THEMES  65 

Serve  cornmeal  mush  in  crockery  bowls  with  cream 
and  sugar,  brown  bread  sandwiches,  dill  pickles  and 
coffee. 

"Kid"  Party: 
Let  the  invitations  contain  the  lines: 

"Backward,  turn  backward,  O  time  in  your  flight, 
Make  me  a  child  again,  just  for  to-night." 

The  guests  should  dress  as  children,  play  children's 
games  and  be  served  with  refreshments  of  the  type  that 
appeal  to  children. 

Literary  Evening: 

For  a  general  literary  evening  ask  the  guests  to  each 
wear  something  suggestive  of  a  certain  author  (or  the 
name  of  a  book).  ProvMe  the  guests  with  cards  on 
which  to  register  their  guesses.  Arrange  a  guessing  con- 
test whose  answers  shall  be  names  of  authors  or  names 
of  books.  Or  let  the  leader  name  a  book  and  the  first 
person  who  calls  out  the  author  scores  one  point.  Award 
a  prize  to  the  one  with  highest  score.  Match  names  of 
famous  lovers  of  fiction  to  find  partners  for  refreshments. 

Special  literary  evenings  can  be  arranged  for  some  of 
the  more  popular  authors  on  the  anniversary  of  their 
birth.  Very  interesting  programs  can  be  arranged  for 
the  following  well-known  writers: 

Shakespeare — April  23  or  26:  Arrange  romance  where 
answers  to  questions  are  names  of  his  plays.  Read  a  list 
of  quotations  taken  from  the  Bible  and  Shakespeare  and 
let  the  guests  mark  the  source  of  each  one. 

1.  He  winketh  with  his  eyes,  he  speaketh  with  his  feet. 

(Bible.) 

2.  Like  madness  is  the  glory  of  this  life.  (Shakespeare.) 

3.  Tis  cruelty  to  load  a  falling  man.    (Shakespeare.) 


66  GAMES  AND  PROGRAMS 

4.  Stolen  waters  are  sweet.   (Bible.) 

5.  Love  not  sleep  lest  thou  come  to  poverty.  (Bible.) 

6.  The  glory  of  young  men  is  their  strength.  (Bible.) 

7.  Look!  what  I  will  not,  that  I  cannot  do.  (Shake- 

speare.) 

8.  Life's  but  a  walking  shadow.    (Shakespeare.) 

9.  A  man  that  hath  friends  must  show  himself  friendly. 

(Bible.) 

10.  How  weak  a  thing  the  heart  of  woman  is !   (Shake- 
speare.) 

Dickens — February  7:  Ask  guests  to  dress  to  represent 
characters  from  his  book. 

Longfellow — February  27:  Have  living  pictures  to  illus- 
trate Evangeline,  Hiawatha,  and  Miles  Standish. 

Burns — January  25:  Let  this  be  an  entire  Scotch 
evening. 

Benjamin  Franklin — January  if:  Give  a  proverbial 
party  and  use  Poor  Richard's  Almanac.  Read  selections 
from  his  autobiography. 

Whittier — December  17:  Give  a  snow  party  and  as  one 
feature  have  parts  of  "Snow  Bound"  read,  or  dramatized. 

Musical  Evening: 

Invitations  can  be  headed  with  a  line  of  music  and 
rolled  to  imitate  music  roll..  Various  games  and  guessing 
contests  can  be  arranged  on  the  theme  of  music. 

Have  a  skilled  musician  play  a  few  measures  from  each 
of  a  list  of  ten  popular  songs,  or  famous  hymns,  and  let 
the  others  write  the  names  of  the  songs.  A  musical 
romance  of  Civil-War  days  is  similarly  guessed.  The 
hostess  reads  the  questions  and  the  group  guesses  the 
answers  from  a  snatch  of  song  played  on  the  piano. 

1.  The  hero's  name — Robin  Adair. 

2.  The  heroine's  name — Sweet  Marie. 


SPECIAL  THEMES  67 

3.  Where  he  was  born — Dixie. 

4.  Where  she  was  born — Maryland,  My  Maryland. 

5.  Where  they  met — Coming  Through  tie  Rye. 

6.  At  what  hour  of  the  day — In  the  Gloaming. 

7.  When  did  he  propose — After  the  Ball  Was  Over. 

8.  What  did  he  say— There's  Only  One  Girl  in  the 

World  for  Me. 

9.  What  did  she  say — I'll  Leave  My  Happy  Home 

for  You. 

10.  What  did  he  bid  her— A  Soldier's  Farewell. 

A  musical  hunt  is  arranged  by  placing  numbered 
objects  about  the  rooms  and  blanks  provided  on  which 
to  register  the  guesses. 

Musical  terms  may  be  represented  thus: 

1.  Clock — Time. 

2.  Yardstick — measure. 

3.  Doorkey — key. 

4.  Flatiron— flat. 

5.  Nursery  rime — lines. 

6.  Carving  knife — sharp. 

7.  Necktie — tie. 

8.  Cane— staff. 

9.  Promissory  note — note. 
10.  Kitchen  scales — scales. 

Many  others  may  be  added  to  the  list. 

Buried  musicians  or  buried  musical  terms  are  arranged 
by  writing  sentences  which  contain  the  name  or  word 
with  the  letters  consecutively  written  but  not  necessarily 
in  the  same  word.  Let  guests  underscore  the  words. 

If  he  asks  your  hand,  Eliza,  do  not  say  nay.   Handel. 

Liz  5/ill  improves  from  day  to  day.   Lizst. 

Not  everyone  can  play.    Note. 

The  i&scol  escaped  from  prison.   Scale. 

Give  me  a  sure  cure  for  poison  oak.  Measure. 


68  GAMES  AND  PROGRAMS 

Musical  chairs  can  provide  an  active  game  (see  "Going 
to  Jerusalem"  under  "Active  Social  Games"). 

Mother  Goose  Social: 

Write  the  invitations  on  child's  stationery  and  ask 
guests  to  come  in  costumes  to  represent  some  Mother 
Goose  character.  This  would  provide  a  guessing  contest 
for  the  first  part  of  the  program.  If  costumes  are  not 
worn,  distribute  slips  of  paper  on  which  are  written  a 
single  line  of  some  Mother  Goose  rime.  The  persons  get 
together  to  form  the  complete  rime  and  then  are  asked 
to  illustrate  the  rime  in  pantomime. 

A  very  delightful  affair  can  be  arranged  with  a  little 
time  and  thought  by  asking  certain  groups  to  come  pre- 
pared to  give  a  certain  rime  in  pantomime  (ask  them  to 
arrange  costumes).  Have  the  pantomime  accompanied 
with  music  and  let  someone  sing  the  rime  as  it  is  acted 
out. 

"Illustrated  Mother  Goose  Rhymes."  Pass  out  slips 
bearing  name  of  some  familiar  rime  and  let  each  person 
illustrate  his  on  a  card  or  on  a  blackboard.  Guests 
register  guess  as  picture  is  drawn. 

National  Evenings: 

Any  number  of  interesting  evenings  can  be  arranged 
on  the  national  theme.  Use  the  national  colors  to 
decorate;  sing  the  national  songs;  serve  some  dish 
characteristic  of  the  country.  Such  evenings  can  be  made 
very  instructive  as  well  as  entertaining,  with  a  little 
thought  and  preparation.  Those  which  lend  themselves 
to  most  picturesque  treatment  are,  Chinese,  Japanese, 
Spanish,  Italian,  Dutch,  Hawaiian,  etc. 

Old-Fashioned  Party: 
Ask  everyone  to  come  in  old-fashioned  attire  and  let 


SPECIAL  THEMES  69 

each  person  choose  an  old-fashioned  name.  Arrange  for 
a  concert  of  old-fashioned  songs.  Twenty  singers  can 
furnish  a  delightful  evening's  entertainment  in  this 
manner. 

Old-Time  School  Party: 

Dress  in  old-fashioned  costumes.  Arrange  room  to 
resemble  old-fashioned  schoolhouse  (consult  the  older 
people  here).  Let  teacher  wear  spectacles  and  an  apron, 
have  a  birch  rod  and  a  bell.  Have  roll  call  (of  old- 
fashioned  names).  Reading,  writing,  and  arithmetic  can 
be  taught  before  recess,  and  a  spelldown  or  geography 
match  held  after  recess.  Use  "tongue  twisters"  for  the 
reading  lesson  ("She  sells  sea  shells,"  etc.).  Writing  can 
be  done  on  a  blackboard  with  the  left  hand.  Arithmetic 
can  be  real  tests  in  mental  arithmetic,  but  close  the  lesson 
by  announcing  numbers  and  letting  the  pupils  suggest 
objects  to  which  the  number  applies.  Five  would  suggest 
five  zones;  2,  two  hemispheres;  4,  four  seasons,  etc. 

Recess  offers  a  chance  for  some  old  games — Drop  the 
Handkerchief,  Ruth  and  Jacob,  Blind  Man's  Buff,  Still 
Pond,  etc.  If  school  lunches  have  been  brought,  they 
can  be  eaten  at  this  time. 

Have  a  real  spelldown  or  geography  match,  using  an 
old-fashioned  spelling  book  for  the  first. 

This  social  offers  a  good  chance  for  the  young  folks  to 
entertain  the  older  people.  They  will  be  able  to  offer 
many  suggestions  and  in  most  cases  will  enter  heartily 
into  the  fun. 

Progressive  Party: 

This  offers  variety  and  change.  The  crowd  travels 
around  to  three  or  four  homes,  enjoying  part  of  the  pro- 
gram at  each  place.  If  the  group  to  be  entertained  is 
very  large,  it  may  be  divided  into  sections  and  all  four 


70  GAMES  AND  PROGRAMS 

homes  will  be  in  use  simultaneously  by  different  groups, 
which  then  move  on  for  another  part  of  the  entertain- 
ment. 

States  Party: 

Divide  the  crowd  into  groups,  according  to  the  native 
State  of  each  person.  Let  each  group  put  on  a  stunt, 
skit,  song,  or  charade  to  represent  its  State. 

Prepare  a  large  map  of  the  United  States  and  cut  it 
apart  into  States,  numbering  each  piece.  Pin  these 
pieces  about  the  room  and  let  guests  guess  the  name  of 
each.  Then  collect  the  pieces,  give  them  out,  and  have 
the  groups  reconstruct  the  map  by  pinning  the  pieces  to 
a  sheet  hung  on  the  wall. 

Another  guessing  contest  can  be  arranged  with  the 
nicknames  of  the  States. 

Distribute  slips  with  names  of  States  to  boys,  and 
names  of  capital  cities  to  girls,  and  let  them  find  partners 
for  supper  by  matching  these  properly. 

Other  Suggested  Themes: 

Animal,  Art,  Biblical,  Butterfly,  Baseball,  Bell,  Cob- 
web, Curio,  Colonial,  Dressmakers,  Fudge,  Grecian, 
Magazine,  Nut,  Post-card,  Porch,  Soap  Bubble,  Super- 
stition, Travel,  White  Elephant  Social. 


CHAPTER  VII 

SOCIAL  PROGRAMS  FOR  SPECIAL 
OCCASIONS 

THERE  is  always  a  great  demand  for  material  suitable 
for  Special  Day  programs.  There  are  many  admirable 
books  available,  giving  detailed  programs  for  such 
occasions.  A  list  of  such  books  will  be  found  in  the 
Bibliography. 

In  this  chapter  will  be  found  a  list  of  ten  of  the  most 
popular  days,  with  general  suggestions  for  programs 
suitable  for  each  day.  No  effort  is  made  to  outline  pro- 
grams; but  a  number  of  suggestions  are  made,  from 
which  an  intelligent  leader  should  be  able  to  formulate  an 
attractive  program.  The  suggestions  are  listed  under 
four  headings:  "Invitations";  "Decorations";  "Activ- 
ities"; and  "Refreshments." 

April  Fool's  Day: 
Invitations: 

Write  on  colored  paper  and  fold  to  represent  a  dunce 
cap. 

Decorations: 

Spring  flowers. 

Have  foolish  snares  around  the  rooms — flowers 
sprinkled  with  pepper  or  snuff,  coins  glued  to  floor,  toy 
spiders,  etc. 

Doll  dressed  as  court  jester  for  center  of  table. 

Activities: 

Someone  in  clown  costume  to  act  the  fool  all  evening. 


72  GAMES  AND  PROGRAMS 

Game  of  "Telegrams"  (See  chapter  on  Quiet  Social 
Games). 

Bowling  Backward:  Place  small  ninepins  at  end  of 
room,  kneel  on  floor  and  toss  ball  over  shoulder;  keep 
score  of  those  knocked  down. 

Hunting  for  Peanuts:  Give  prize  to  one  who  finds  the 
smallest  number,  or  hide  shells  instead  of  peanuts. 

Crowing  Catch :  Instruct  everyone  to  keep  still  but  two 
persons.  At  given  signal  each  person  is  supposed  to 
imitate  an  animal  but  only  the  two  people  crow  vigor- 
ously. 

Sound  the  dinner  gong,  when  guests  get  to  dining 
room,  announce,  "Dinner  is  not  served." 

Obstacle  Race :  Place  objects  on  floor,  blindfold  person 
and  let  him  attempt  to  step  over  the  things  (which  have 
been  removed). 

Repeat  tongue  twisters. 

Refreshments: 

Menu  served  backward. 

Chocolate  creams  stuffed  with  cotton,  or  button  molds 
covered  with  chocolate. 

Printed  menu  with  April  fool  substitutes  for  the  real 
articles. 

Christmas: 

Invitations: 

Write  on  paper  Christmas  trees,  holly  leaves,  stock- 
ings or  stars.  Make  it  a  Mother  Goose  party  for  the 
children  and  let  them  dress  to  represent  some  character. 

Decorations: 

Evergreens,  holly  and  mistletoe;  cotton  to  represent 
snow;  Christmas  tree;  holly  wreaths  tied  with  red  bows 
of  ribbon;  red  and  green  streamers  of  crepe  paper. 


SPECIAL  OCCASIONS  73 

Activities: 

Christmas  tree — each  guest  brings  a  small  gift  with 
a  verse  attached  to  exchange. 

Make  Christmas  tree  decorations  and  decorate  sev- 
eral small  trees  to  be  sent  to  poor  families  or  institutions. 

Sing  Christmas  carols. 

Cut  up  Christmas  postals  in  about  five  pieces  each. 
Mix  these  and  place  in  center  of  table.  Let  guests  put 
them  together. 

Invite  a  few  guests  and  make  Christmas  candies. 

Read  part  or  all  of  some  good  Christmas  story  such  as 
Dicken's  "Christmas  Carol"  or  "The  Birds'  Christmas 
Carol." 

A  formal  program  of  Christmas  selections,  musical 
and  literary  is  good. 

Candle  race:  (See  chapter  on  Competitive  Social 
Games). 

Make  and  fill  candy  bags  for  poor  children. 

Refreshments: 

Apple  snow  with  custard  sauce  and  star  cookies,  etc. 

Fourth  of  July : 

Invitations: 

Write  slips  of  paper  and  enclose  in  imitation  fire- 
crackers. 

Write  card  with  patriotic  design. 

Designate  the  party  as  a  "Cracker  Party,"  "Red, 
White,  and  Blue  Party"  or  an  "Independence  Party." 

Decorations: 

Patriotic — flags  and  bunting;  red,  white,  and    blue 
flowers. 
Liberty  bell,  drums,  firecrackers. 


74  GAMES  AND  PROGRAMS 

Activities: 

A  simple  drill  by  children  dressed  to  represent  fire- 
crackers. (Use  hat  boxes  painted  red  for  body,  cover 
arms  and  legs  with  black  stockings.) 

Red,  white,  and  blue  contest.  Provide  each  couple 
with  card  ruled  in  three  parts.  The  girls  dictate  and 
the  men  write  down  all  the  objects  which  are  red,  white, 
or  blue. 

Balloon  Race:  Divide  crowd  into  three  groups.  Use 
red,  white,  and  blue  balloons.  Pass  these  down  the 
three  lines  from  hand  to  hand.  Or  form  a  large  circle 
and  number  off  by  threes.  Start  the  balloons  with  a 
person  of  each  number  and  pass  them  around  the 
circle,  each  number  passing  only  to  persons  of  that 
number. 

"Pop-ity-pop"  (see  chapter  on  Quiet  Games).  This 
can  be  varied  by  using  "crackety-crack"  or  the  two 
might  be  used  interchangeably.  Make  it  snappy  and 
it  will  sound  like  firecrackers. 

Guessing  contest  based  on  words  ending  in  nation  (see 
chapter  on  Quiet  Games). 

Progressive  games — keep  score  with  tiny  flags  which 
are  pasted  to  the  score  card. 

Sing  patriotic  songs. 

For  an  "Independence  Party"  have  spelling  match  to 
test  the  guest's  independence  of  the  dictionary,  a  button 
sewing  contest  for  men  to  test  independence  from  wives 
and  a  pencil  sharpening  contest  for  women.  Let  the 
guests  serve  refreshments  to  prove  hostess*  independence 
of  servants. 

Refreshments: 

Pink  lemonade  and  wafers. 

Ice  cream  and  cakes  with  tiny  flags  stuck  in  them. 


SPECIAL  OCCASIONS  75 

Sandwiches  tied  with  blue  ribbon,  red  and  white 
radishes,  cake  and  coffee. 

Hallowe'en: 

Invitations: 

Write  on  slips  of  paper  with  lemon  juice.  At  the  top 
of  the  slip  write  in  pencil  the  words:  "Hold  me  before 
a  candle."  (Note :  the  words  will  show  only  when  heated.) 

Write  with  white  ink  on  black  cut-outs  of  owls,  cats 
witches,  etc. 

Write  on  slips  of  paper  and  wrap  in  corn  husks. 

Decorations: 

Corn  with  husks  turned  back;  trailing  grape  vines. 

Corn  stalks,  pumpkins,  autumn  fruits  and  foliage, 
chrysanthemums,  black  cats,  witches,  bats,  owls.  Use 
plenty  of  mirrors  to  reflect  weird  surroundings. 

Hold  affair  in  a  barn,  garret,  kitchen,  or  back  yard 
preferably.  Ghost  figures  here  and  there.  Make  animals 
out  of  vegetables  and  fruits  to  decorate  table. 

Activities: 

Fasten  candle  to  card.  Hold  at  arm's  length  and  blow 
out  the  candle.  Number  of  blows  indicates  number  of 
years  until  marriage. 

Hide  ring,  thimble,  and  penny.  The  one  who  finds  the 
ring  will  marry  first;  the  thimble  denotes  single  blessed- 
ness; the  penny  promises  wealth. 

Burn  alcohol  and  salt  to  give  ghostly  light. 

Fortune-teller  in  gypsy  costume  to  read  palms. 

Roast  nuts  and  apples.    Pop  corn,  pull  taffy. 

Bob  for  apples.  Peel  the  apple  in  one  continuous  piece 
and  drop  over  shoulder,  this  reveals  initial  of  fated  one. 
Eat  the  apple  but  keep  the  seeds  and  count  them  accord- 
ing to  the  old  rime. 


76  GAMES  ANP  PROGRAMS 

Read  characteristics  for  persons  born  in  each  month  or 
have  such  a  list  hung  in  an  accessible  place  for  ready 
reference.  (See  an  almanac.) 

Guessing  contests:  number  of  peanuts  in  a  pint,  grains 
on  an  ear  of  corn,  grapes  on  a  bunch,  leaves  on  a  bough, 
etc. 

"Nuts  to  Crack":  A  guessing  contest  where  the  an- 
swers are  names  of  nuts,  or  conundrums  written  on  slips 
of  paper  and  slipped  in  empty  peanut  shells. 

"Shadows":  Use  sheet  and  lamp  to  cast  shadows. 
Have  half  of  party  guess  names  of  other  half  from 
shadows. 

"Spearing  at  Fate":  Hang  a  pumpkin,  on  which  the 
alphabet  has  been  burned,  in  an  open  doorway.  Whirl  it 
and  let  guests  spear  it  with  a  meat  skewer.  Letter  will 
indicate  initial  of  mate's  name. 

"Good  Luck  Game":  Hang  a  horseshoe  in  a  doorway. 
Guests  who  succeed  in  throwing  a  small  apple  through 
this  will  have  good  luck  for  ensuing  year. 

Tell  ghost  stories. 

Have  guests  perform  amusing  physical  stunts.  (See 
chapter  on  "Stunts.") 

Refreshments: 

Nuts,  apples,  doughnuts,  pumpkin  pie,  cider. 

Peanut  butter  sandwiches,  -apple  and  celery  salad, 
coffee. 

Favors  might  be  cardboard  objects  to  represent  charms 
with  instructions  how  they  are  to  be  worn. 

Lincoln's  Birthday: 

Invitations: 

Use  utmost  simplicity  here  and  throughout  the  eve- 
ning. 


SPECIAL  OCCASIONS  77 

Decorations: 

The  patriotic  note  would  be  appropriate.  A  picture  of 
Lincoln.  A  small  log  cabin  surrounded  with  a  rail  fence 
for  a  table  centerpiece.  Place  cards  or  favors  might  be 
little  black  china  dolls  dressed  in  bright  colored  pifiafores. 
The  motto,  "With  malice  toward  none,  with  charity  for 
all,"  above  fireplace  or  on  place  cards. 

Activities: 

Let  the  guests  be  prepared  to  relate  Lincoln  anecdotes. 

Sing  patriotic  songs  of  the  Civil  War  period  and  darky 
melodies  suggestive  of  slave  days. 

Have  part  or  all  of  "The  Perfect  Tribute"  .by  Mary 
Andrews  read. 

A  guessing  contest  based  on  Civil  War  events,  the 
names  of  famous  generals,  or  songs  of  the  Civil  War 
period,  could  be  easily  arranged. 

Refreshments: 

Something  simple  but  suggestive  of  the  cookery  of 
the  South. 

New  Year's  Day: 

Invitations: 

Write  in  the  form  of  a  New  Year's  Resolution. 

Draw  the  dial  of  a  clock  and  mark  the  hours  from 
nine  to  twelve  with  red  ink;  write  invitation  below  or  on 
reverse  side. 

"Father  Time  and  Mother  Earth,  assisted  by  their 
four  children,  will  give  a  farewell  party  to  their  son,  Old 
Year,  December  thirty-first  from  nine  until  twelve, 
at ." 

Decorations: 

Arch  over  doorway  or  fireplace  bearing  the  dates  of 


78  GAMES  AND  PROGRAMS 

the  old  and  new  years,  or  the  motto,  "Ring  out  the  old, 
ring  in  the  new,"  or  simply  the  words,  "Happy  New 
Year." 

Holly,  mistletoe,  and  evergreens.  Balls  of  cotton  sus- 
pended from  threads  of  different  lengths  to  represent 
snow.  Large  clock  or  hourglass  placed  in  conspicuous 
position.  Sleighbells  hung  where  they  will  jingle  occa- 
sionally. 

Host  and  hostess  dressed  to  represent  Father  Time  and 
Mother  Earth  may  be  assisted  by  four  young  ladies 
dressed  to  represent  the  seasons.  (Spring  in  pale  green, 
wearing  blossoms  in  her  hair;  Summer  in  rose,  wearing 
roses;  Autumn  in  yellow  with  trimmings  of  autumn 
leaves;  Winter  in  white  with  sprig  of  holly,  a  gold  star 
bound  to  her  forehead.) 

Let  Spring  present  the  game  of  "Hidden  Flowers"  (see 
chapter  on  "Quiet  Games") ;  Summer,  a  race  where  toy 
balloons  are  fanned  across  the  room  and  back  with  palm- 
leaf  fans;  Autumn  can  present  "Nuts  to  Crack."  These 
are  conundrums  which  she  reads,  tossing  a  nut  to  the  one 
who  answers  first.  (Give  prize  for  one  with  most  nuts.) 
Winter  can  introduce  a  candle  race  (contestants  light 
candle  and  walk  certain  distance  and  back.  If  candle 
goes  out  they  must  return  and  relight  it). 

At  twelve  o'clock  usher  in  the  New  Year.  (A  tiny  girl 
dressed  in  white  with  wings  of  tarlatan.  She  might  dis- 
tribute little  calendars  as  favors.) 

The  entire  program  might  be  developed  around  the 
theme  of  bells.  Write  the  invitations  on  paper  bells. 
Decorate  with  bells.  Use  songs  and  poems  which  have 
the  theme  of  bells.  Arrange  a  guessing  contest  where 
the  answers  are  the  names  of  different  kinds  of 
bells. 

One  could  invite  friends  to  come  and  help  turn  over 


SPECIAL  OCCASIONS  79 

some  new  leaves.  In  that  case  the  decorations  and  games 
should  introduce  the  leaf  motif.  A  calendar  social  is  also 
appropriate  for  the  New  Year.  Let  each  guest  wear 
something  to  suggest  an  important  date  in  history.  Pro- 
vide cards  on  which  they  can  record  the  name  of  each 
person  and  the  date  which  they  think  he  represents.  A 
dainty  calendar  would  make  an  appropriate  gift  for  the 
one  guessing  the  largest  number.  Divide  the  crowd  into 
twelve  groups  and  let  each  group  put  on  a  game,  stunt, 
or  song  appropriate  to  one  of  the  twelve  months.  Let 
stuffed  dates  form  a  part  of  the  refreshments. 

Refreshments: 

Let  Four  Seasons  serve  the  following: 

Spring — sandwiches  with  lettuce  leaves. 
Summer — fruit  salad. 
Autumn — salted  nuts. 
Winter — ice  cream  and  coffee. 

(Or)  Apple  snow  with  -a  custard  sauce  would  be  ap- 
propriate. Favors  could  be  gilded  wishbones  tied  to 
cards  on  which  good  wishes  are  written. 

Saint  Patrick's  Day: 

Invitations: 

Write  on  paper  shamrocks,  harps,  or  snakes. 

Use  the  Irish  brogue  in  wording  the  invitations. 

Decorations: 

Green  crepe  paper  streamers,  trailing  green  vines. 

Potted  shamrocks,  a  Blarney  Stone. 

Daffodils. 

Paper  shamrocks  pinned  to  curtains. 

Candle  holders  made  from  Irish  potatoes. 

Toy  snakes. 


8o  GAMES  AND  PROGRAMS 

Activities: 

Various  kinds  of  potato  races. 

Reading  or  telling  of  Irish  jokes. 

Soap  bubble  blowing  contest  (Irish  clay  pipes  tied 
with  green). 

Sing  Irish  songs. 

Charades  to  represent  names  of  Irish  towns,  for  ex- 
ample, Cork,  Dublin,  Belfast,  etc. 

Game  of  "Hot  Potato"  (tossing  a  knotted  handkerchief 
about  the  circle.  Person  in  center  tries  to  catch  it  or 
touch  person  holding  it). 

"Chasing  the  Snakes  out  of  Ireland":  Make  four  card- 
board snakes  eighteen  or  more  inches  long.  Divide  the 
crowd  into  two  groups.  Each  group  stations  half  of  its 
men  at  each  end  of  the  room.  One  person  from  each 
group  starts  from  a  given  line  and  lays  his  two  snakes  end 
to  end  clear  across  the  room.  His  partner  then  returns 
in  the  same  manner.  This  continues  until  all  players  of 
groups  have  run.  The  side  finishing  first  wins. 

Refreshments: 

Potato  salad  on  green  lettuce  leaf,  sandwiches,  pickles, 
and  coffee.  Ice  cream  with  shamrock  moth0  in  center, 
cake  and  green  mints.  Mint  punch  (lemonade  and  ginger 
ale  with  bruised  mint  leaves)  and  cookies  shamrock  shape. 

Thanksgiving  Day: 

Invitations: 

Write  on  cardboard  pumpkins,  horns  of  plenty,  or 
turkeys.  If  Puritan  idea  is  used,  write  on  gray  cardboard 
and  draw  pen-and-ink  sketch  of  a  Puritan  figure.  Use 
the  old  English  word  "ye"  instead  of  "you." 

Decorations: 

Autumn    vines    and    foliage;  chrysanthemums    and 


SPECIAL  OCCASIONS  8r 

dahlias;  autumn  fruits  and  grains;  pictures  of  Puritan 
characters  and  scenes. 

Make  vegetable  bird  for  centerpiece;  body,  a  squash; 
head,  a  turnip;  tail  of  parsley;  cranberry  eyes. 

Activities: 

Guessing  contests:  Number  of  grapes  in  a  certain 
bunch,  number  of  seeds  in  a  pumpkin,  number  of  nuts  in 
a  jar,  number  of  kernels  on  an  ear  of  corn,  etc. 

Guessing  a  Thanksgiving  menu  when  each  word  is 
pied,  for  example,  Yetruk  (turkey). 

Quaker  meeting  (see  chapter  on  "Quiet  Games"). 

Have  someone  tell  of  Puritan  days  and  customs. 

Contest:   Stringing  wet  pumpkin  seeds. 

Pass  cards  with  the  words  "Thanksgiving  Day"  at  the 
top.  Allow  ten  minutes  to  see  how  many  smaller  words 
can  be  formed  with  the  letters  contained  in  these  words. 

Thanksgiving  Day  is  always  a  family  day,  therefore  a 
contest  for  guessing  relations  is  appropriate:  * 

1.  Your  father's  uncle's  brother's  sister?    Great  aunt. 

2.  Your  aunt's  mother's  father's  wife?    Great  grand- 

mother. 

3.  Your  mother's  nephew's  daughter's  son?     Third 

cousin. 

4.  Your  brother's  son's  sister's  mother?  Sister-in-law. 

5.  Your     sister-in-law's     father-in-law's     grandson? 

Nephew. 

6.  Your  sister's  father's  stepson's  mother?  Stepmother. 

7.  Your  uncle's  father's  only  granddaughter?  Yourself. 

8.  Your  brother-in-law's   wife's   grandmother's   hus- 

band?   Grandfather. 

Refreshments: 

Coffee;  apples  and  nuts. 

Chicken  sandwiches,  olives,  chocolate  and  cake. 


82  GAMES  AND-  PROGRAMS 

Valentine's  Day: 

Invitations: 

Write  on  paper  hearts. 

Invite  guests  to  wear  something  to  suggest  some 
famous  lovers  in  history  or  fiction. 

Decorations: 

Red  and  white:  roses  and  festoons  of  red  hearts. 
Pink   and   white:  pink   roses,   bowknots,    ferns   and 
strings  of  pink  hearts. 

Activities: 

Guessing  contest  based  on  the  characters  represented 
by  the  guests. 

Guessing  contest:  "Flowery  Romance"  (see  chapter 
on  "Quiet  Games"). 

Progressive  games  with  heart-shaped  score  cards. 

Valentine  box :  Each  guest  brings  one  to  place  in  box. 
Later  have  them  distributed  and  read. 

Making  of  valentines  from  bits  of  lace  paper,  pictures, 
etc.  Award  prize  for  prettiest  or  most  clever  one.  It 
adds  to  the  fun  if  each  person  is  given  the  name  of 
another  guest  for  whom  the  valentine  is  to  be  made. 

Writing  of  valentine  rimes. 

Proposals:  Provide  girls  with  paper  hearts  and 
mittens.  Boys  create  opportunities  to  propose  during 
the  evening.  The  man  winning  the  most  hearts  should  be 
rewarded. 

Archery  contest:  Large  cardboard  heart  divided  into 
sections  marked  matrimonial  success,  single  blessedness, 
three  times  married,  etc.  Blindfold  players  and  let  them 
throw  paper  arrows  tipped  with  pins. 

Heart  hunt:  Hide  one  red  sugar  heart  and  many  paper 
hearts,  gold,  silver,  red,  and  white.  The  sugar  heart 
means  first  to  marry;  the  others  score  points:  gold,  five; 


SPECIAL  OCCASIONS  83 

silver,  three;  red,  two;  white,  one.  Boy  and  girl  with 
largest  score  are  crowned  king  and  queen  of  hearts. 

Drawing  hearts:  Blindfold  players  and  have  each 
draw  a  heart  on  the  blackboard  and  write  his  name  in 
the  center. 

"A  Knot-tying  Party" :  Let  guests  march  into  adjoin- 
ing room  to  wedding  march;  here  they  find  a  comfort 
ready  to  tie. 

Refreshments: 

Heart-shaped  sandwiches  and  wafers  with  pickles  and 
coffee. 
Ice  cream  with  heart  motif  and  pink  iced  cakes. 

Washington's  Birthday: 

Invitations: 

Write  on  a  leaf  attached  to  the  back  of  a  large  red 
cherry  or  upon  a  paper  hatchet  tied  with  tricolored 
ribbon;  or  on  a  card  bearing  a  colonial  silhouette. 

Decorations: 

Patriotic:  Flags,  pictures  of  Washington,  his  wife,  and 
his  home. 

Colonial:  Antique  furniture  and  appointments.  Use 
candle  light  where  possible. 

'Activities: 

Have  several  couples  in  colonial  costume  dance  the 
minuet. 

Guessing  contest  where  the  names  of  the  Presidents  of 
the  United  States  are  pied  (see  chapter  on  "Quiet 
Games"). 

Pin  pictures  of  the  Presidents  about  the  room;  have 
each  one  numbered  and  provide  guests  with  paper  and 
pencil  to  record  their  guesses  (see  small  sized  Perry 
Pictures). 


84  GAMES  AND  PROGRAMS  * 

"Cutting  Down  the  Cherry  Tree"  can  create  much 
merriment.  Have  a  tree  made  of  clay  and  a  small  toy 
hatchet.  Blindfold  each  guest  and  let  him  attempt  to 
cut  the  tree  down. 

Pin  names  of  Revolutionary  characters  to  backs  of 
guests.  Let  them  guess  whom  they  represent  by  hints 
thrown  out  by  others. 

Refreshments: 

Cherry  ice  and  cake.   Candied  cherries. 
For  colonial  evening  serve  Virginia  fried  chicken  with 
rice,  waffles,  and  maple  syrup. 
Favors  could  be  tiny  cockade  hats  filled  with  candies. 


CHAPTER  VIII 
SOCIAL  STUNTS  AND  SKITS 

ONE  of  the  most  popular  forms  of  social  entertainment 
is  the  social  stunt  or  skit,  which  may  be  presented  to  an 
audience  from  the  stage.  It  may  feature  animated  talk- 
ing combined  with  action,  or  it  may  be  entirely  in  pan- 
tomime. It  should  be  simple  enough  in  plot  and  in 
technique  to  require  very  little  equipment,  and  little 
preparation  or  rehearsing.  Many  are  so  simple  as  to  be 
handled  easily  in  an  impromptu  manner.  The  skits  may 
be  purely  comedy,  or  they  may  feature  real  talent  of 
various  kinds. 

Advertising  (Charades): 

Popular  advertisements  are  acted  out,  to  be  guessed 
by  the  audience.  For  example,  "Colgate's  lies  flat  on  the 
brush."  Someone  places  brush  on  the  floor  and  lies  flat 
on  it.  "Wool  Soap"  might  be  illustrated  by  a  fat  person 
looking  at  a  sweater  that  is  several  sizes  too  small  for  him. 
Almost  any  advertisement  containing  a  well-known 
motto  can  be  presented  in  this  manner. 

A/raid  of  the  Water: 

Three  or  four  people  appear  on  stage,  dressed  in  bath- 
ing suits.  They  approach  imaginary  water,  and  pretend 
to  warm  up  a  little  before  dashing  in.  They  then  stick  in 
tips  of  toes;  draw  back;  feel  water  with  their  hands; 
shiver;  venture  in,  drawing  feet  up  high  at  each  step; 
and  take  hold  of  hands.  Finally  they  advance  slowly  into 
the  water,  and  all  duck  down  suddenly,  giving  a  loud  yell; 
and  immediately  turn  and  dash  off  the  platform. 

85 


86  GAMES  AND  PROGRAMS 

A  Co-ed's  Troubles: 

A  popular  co-ed  receives  calls  from  four  of  her  suitors 
in  the  same  evening.  She  resorts  to  various  schemes  to 
hide  the  presence  of  each  from  the  others.  Conversation 
is  carried  on  in  pantomime. 

When  second  suitor  rings,  the  co-ed  excitedly  forces 
first  caller  to  his  knees,  has  him  hold  a  large  tray  over  his 
head,  and  throws  a  table  cover  over  all,  converting  him 
into  a  table. 

When  the  third  suitor  arrives,  the  second  caller  is  con- 
verted into  a  hat  rack  by  covering  his  head  with  an  over- 
coat; thrusting  his  arms  part  way  through  the  sleeves; 
and  hanging  a  hat  on  one  of  the  arms. 

When  the  fourth  suitor  appears,  number  three  is  placed 
in  an  ordinary  chair  with  his  arms  forward;  and  a  cover 
is  thrown  over  him  to  represent  an  arm  chair. 

Number  four  enters  and  sits  down  in  the  arm  chair 
which  tumbles  over  and  hits  the  hat  rack.  The  hat  rack 
in  turn  topples  over  striking  the  table,  and  all  fall  in  a 
heap.  The  co-ed  screams  and  swoons.  Curtain. 

Each  suitor  should  bring  some  gift,  such  as  candy, 
flowers,  or  books.  The  scene  is  made  more  thrilling  if 
number  two  tosses  a  book  onto  the  table,  and  number 
three  hangs  his  coat  and  hat  on  the  hat  rack. 

Bride  and  Groom: 

Dress  an  impersonator  so  that  one  side  looks  like  a 
man  and  the  other  side  like  a  woman.  This  is  accom- 
plished by  putting  a  man's  clothes  on  first,  then  drawing 
a  woman's  dress  over,  so  that  only  one  side  shows.  The 
impersonator  carries  on  an  animated  dialogue  between  a 
supposed  bride  and  groom,  turning  the  masculine  side 
toward  the  audience  when  the  groom  is  talking,  and  the 
feminine  side  when  the  bride  is  talking.  Use  a  deep  voice 


SOCIAL  STUNTS  AND,  SKITS  87 

for  the  groom  and  a  light  voice  for  the  bride.  A  full 
romance  may  be  depicted,  illustrating  love  making,  quar- 
reling, and  making  up. 

An  interesting  variation  is  to  have  several  persons 
dressed  in  similar  manner.  They  stand  in  file  'and  sing 
the  Romeo  and  Juliet  song,  turning  the  masculine  side 
toward  the  audience  whenever  Romeo's  name  is  men- 
tioned, and  the  feminine  side  when  Juliet's  name  is 
mentioned. 

Clairvoyant: 

Clairvoyant  leaves  the  room  and  on  his  return  under- 
takes to  name  the  person  whom  his  confederate  pointed 
out  during  his  absence.  It  is  understood  between  the 
two  that  the  person  to  be  pointed  out  is  the  one  who 
spoke  last  before  clairvoyant  left  the  room. 

Dwarf  Exhibit: 

Two  persons  play  the  dwarf.  A  third  acts  as  exhibitor, 
and  should  prepare  beforehand  a  humorous  speech  telling 
the  history  and  accomplishments  of  the  dwarf.  Place  a 
table  on  the  platform  and  cover  with  a  cloth  or  curtain 
reaching  to  the  floor.  One  person  stands  behind  the  table 
and  puts  his  hands  on  it;  these  with  arms  form  feet  and 
legs  of  dwarf.  Put  pair  of  shoes  on  hands,  and  a  pair  of 
boy's  trousers  on  the  arms.  Second  player  stands  behind 
first  and  passes  arms  under  first  one's  shoulders.  Put  a 
coat  on  the  arms  and  button  down  figure  of  the  first 
player.  Throw  a  cape  around  his  neck,  so  arranged  as  to 
cover  the  head  of  person  behind.  Hands  of  second  per- 
son acts  as  hands  of  dwarf.  As  exhibitor  recites  his 
various  accomplishments,  the  dwarf  performs  comical 
movements  with  both  hands  and  feet.  He  may  make  a 
speech  in  a  -thin,  falsetto  or  heavy  bass  voice,  or  speak 
any  humorous  piece,  making  gestures  with  hands  to  ac- 


88  GAMES  AND  PROGRAMS 

company  speech.  Then  dwarf  dances,  and  suddenly  in 
the  midst  of  a  fast  step  both  feet  are  lifted  from  the  table 
and  remain  suspended  in  the  air  for  a  few  seconds,  pro- 
ducing great  exhaustion  by  the  effort.  In  making  parting 
salute  to  the  audience,  the  dwarf  may  astonish  them  by 
throwing  kisses  with  his  feet. 

The  Goops: 

A  sweater  is  buttoned  around  the  lower  part  of  the 
body  below  the  waist.  A  stick  is  put  through  the  sleeves 
with  gloves  attached  at  each  end.  A  pillow  case  is  put 
over  the  head  with  arms  held  high  inside  the  case  and  is 
tucked  in  and  fastened  securely  at  the  waist.  The  goop 
then  appears  to  have  a  very  large  head  and  short  body. 
He  enters,  wobbling  from  side  to  side  as  though  top- 
heavy,  and  sings  a  song,  or  dances  a  simple  folk  dance  in 
an  awkward  and  ludicrous  fashion.  Several  persons  may 
be  so  dressed  and  work  together  on  a  song  or  dance. 

Impersona  tions : 

Famous  and  local  characters  may  be  impersonated  in 
appearance,  action,  and  talk,  the  audience  trying  to 
guess  who  is  being  impersonated. 

Impromptu  Artists: 

Several,  chosen  as  artists,  stand  facing  audience  with 
large  paper  bags  over  their  heads.  With  pieces  of  char- 
coal they  make  features  on  front  of  bags,  including  eyes, 
ears,  nose,  etc.  Prize  may  be  given. 

Italian  Grand  Opera: 

Arrange  a  touching  love  scene  with  singing  and  very 
dramatic  action.  Have  singers  use  words  with  an  Italian 
flavor,  such  as  Spaghetti,  Parchesi,  Tamale,  Macaroni, 
etc.  A  mock  accompaniment  on  piano  may  be  played 
with  great  flourishes,  without  strildng  keys. 


SOCIAL  STUNTS  AND  SKITS  £9 

Lyceum  Bureau: 

Lyceum  Bureau  represented.  Applicants  received  and 
tested,  each  giving  a  sample  of  his  art.  Several  are  re- 
jected; one  because  of  size  of  ears,  another  because  his 
nose  wiggles  when  he  sings,  etc.  This  may  provide  a 
really  delightful  program. 

Mind  Reading: 

Pass  around  slips  of  paper  and  ask  each  person  to  write 
a  word,  sentence  or  question.  The  slips  are  then  folded 
and  collected.  The  mind  reader  (who  may  array  himself 
as  a  mystic  or  wizard,  if  desired)  takes  one  slip  at  a  time 
and  rubs  it  across  his  forehead,  pretending  thereby  to 
imprint  the  words  on  his  mind.  After  a  minute  or  two 
of  such  action  he  says  he  now  can  tell  what  is  written  on 
a  slip,  thus  adding  to  the  fun.  Each  time  he  tells  what  is 
written  on  a  slip  he  asks  the  person  who  wrote  it  to  verify 
his  statement,  as  to  whether  he  read  correctly  or  not;  he 
also  looks  at  the  slip  himself  to  verify  it.  This  continues 
until  all  the  slips  are  read.  The  process  is  simple  enough. 
The  first  time  he  uses  a  question  or  word  of  his  own,  he 
pretends  to  verify  it,  but  really  reads  what  is  written  on 
the  slip  and  thus  is  prepared  to  read  the  next  slip.  His 
own  slip  is  the  last  one  used. 

Musical  Gymnasts: 

Quartet,  with  heads  only  showing  above  sheet,  sing  a 
song.  At  end  of  song  apparently  stand  on  heads  and 
repeat  chorus,  feet  only  showing.  This  is  done  by  having 
shoes  on  hands  and  raising  them  above  sheet.  Just  be- 
fore end  of  chorus,  one  person,  who  is  holding  sheet,  ac- 
cidentally drops  end. 

Panacea  for  All  Ills: 

Fasten  two  stuffed  heads  with  features  marked  and 


90  GAMES  AND  PROGRAMS 

with  hats,  on  the  ends  of  umbrellas.  Just  below  each  one, 
with  a  fur  boa  or  some  neck  piece  to  fill  the  gap,  loosely 
drape  a  long  kimona.  Open  one  umbrella  and  have  a 
very  tall  girl  hunch  down  inside  it,  appearing  to  be  a 
very  short,  fat  woman.  She  waddles  into  the  office  with 
great  difficulty  and  with  much  puffing  and  wheezing  asks 
to  be  made  thin.  The  doctor  looks  at  her  in  dismay,  then 
seizes  a  bottle  and  a  huge  spoon  and  pretends  to  pour 
some  medicine  down  her  throat  and  tells  her  to  stand 
still  one  minute,  after  which  the  medicine  will  begin  to 
work.  The  other  umbrella  is  kept  closed  and  a  short  girl 
gets  under  the  kimona,  holding  the  umbrella  high  above 
her  head.  She  walks  into  the  office  with  a  fussy,  nervous 
step  and  demands  in  a  squeaky  voice  that  she  be  made 
fat.  The  doctor  stands  on  a  chair  and  administers  the 
same  treatment.  Soon  the  fat  one  begins  to  shoot  up  in 
height  while  the  thin  one  rapidly  sinks  until  she  is  short 
and  fat.  The  short,  fat  woman,  of  course,  has  closed  her 
umbrella  and  stands  up  straight,  holding  it  high  above 
her,  while  the  tall,  thin  woman  opens  her  umbrella  and 
pulls  it  way  down.  They  thank  the  doctor  vociferously 
and  depart  fully  satisfied.  The  conversation  is  impromptu. 

The  Pipe  Organ: 

Pipes  are  made  of  stiff  paper  large  enough  to  go  over 
girls'  heads.  Slits  are  cut  for  mouths.  Hands  held  out  in 
front  form  keyboard,  on  which  organist  plays,  sitting  on 
stool.  Curtain  in  front  of  girls  below  pipes.  Each  girl 
represents  a  different  note  or  notes. 

Stage  Scene: 

Two  persons  at  extreme  sides  down  stage  representing 
curtain.  Two  persons  extreme  sicles  up  stage  represent- 
ing the  scenery. 

Characters:  King,  Queen,  Princess,  Lover. 


SOCIAL  STUNTS  AND  SKITS  91 

ACT  I. 

The  curtain  rises. 

1.  I  am  the  King. 

2.  I  am  the  Queen. 

3.  I  am  the  daughter  of  the  King.  I  am  the  daughter 
of  the  Queen. 

The  curtain  falls. 

ACT  II. 

The  scenery  shifts;  the  curtain  rises. 

1.  I  am  the  King. 

2.  I  am  the  Queen. 

3.  I  am  the  daughter  of  the  King.  I  am  the  daughter 
of  the  Queen. 

4.  I  am  the  lover  of  the  daughter  of  the  King.   I  am 
the  lover  of  the  daughter  of  the  Queen. 

The  curtain  falls. 

ACT  III. 

The  scenery  shifts;  the  curtain  rises. 

1.  I  am  the  King. 

2.  I  am  the  Queen. 

3.  I  am  the  daughter  of  the  King.   I  am  the  daughter 
of  the  Queen. 

4.  I  am  the  lover  of  the  daughter  of  the  King.   I  am 
the  lover  of  the  daughter  of  the  Queen. 

Lover:    "King,  may  I  marry  your  daughter?" 
King:    "No!"  (Lover  hits  king  on  head  and  knocks  him 
dead.} 

Lover:    "Queen,  may  I  marry  your  daughter?" 
Queen:    "No!"  (Lover  knocks  her  dead) 
Lover:    "Princess,  will  you  marry  me?" 
Princess :    "I  should  say  not !"  (Lover  knocks  her  dead) 
Lover:    "Cruel,  cruel  world!"  (Commits  suicide.) 
The  curtain  falls. 


92  GAMES  AND  PROGRAMS 

If  there  is  a  red-headed  person  in  the  company,  he  or 
she  may  represent  the  footlights. 

Ven  triloq  uism  : 

One  person  introduced  as  famous  ventriloquist;  four  or 
five  others  as  dummies.  Animated  conversation  between 
ventriloquist  and  dummies.  He  pretends  to  be  real  ven- 
triloquist by  moving  lips  while  dummies  are  speaking, 
but  tries  to  conceal  it.  Dummies  answer  mechanically 
and  move  lips  in  stiff,  unnatural  manner.  Sometimes 
ventriloquist  fails  to  move  lips  and  dummies  continue  to 
talk.  At  end,  when  ventriloquist  is  not  looking,  dummies 
suddenly  come  to  life  and  walk  to  front  of  stage,  bowing 
profusely.  Ventriloquist  makes  exit  in  confusion. 

A  variety  of  unique  and  pleasing  entertainments  in- 
cluding Japanese  Frolic,  Holiday  and  Seasonal  Plays, 
Historic  Dialogues,  together  with  literary  and  legendary 
exercises  may  be, found  in  a  book  entitled  Sttccessful 
Entertainments,  by  Willis  N.  Bugbee. 

SUGGESTIONS 

1.  For  school  skit — an  assembly  period  may  be  given; 
taking  off  the  different  teachers  and  pupils  who  usually 
take  part  in  exercises. 

2.  Love  scenes  may  be  worked  up  using  numbers  of 
A.  B.  C.'s  for  words.   A  "take  off"  on  the  Ladies'  Aid 
Society  using  the  A.  B.  C.'s  is  very  amusing. 

3.  Have    comical    interpretations    of    melodramatic 
poems  or  readings.    Have  "Property  Woman"  for  in- 
stance; when  there  is  such  a  line  as  "she  gave  him  the 
hand,"  let  her  give  him  a  padded  mit  as  if  there  were  a 
hand  inside,  etc.,  or  "she  fastened  her  eyes  on  him,"  pin 
some  paper  eyes  on  him,  etc. 

Note:  An  excellent  selection  of  get-acquainted  games 
and  skits  will  be  found  in  Ice-Breakers,  by  Edna  Geister. 


CHAPTER  DC 
PLAYGROUND  GAMES 

THE  informal  playground  games  have  a  very  definite 
educational  influence  in  stimulating  keener  observation, 
getting  quicker  reactions,  quickening  the  sense  percep- 
tions, and  the  imagination,  and  in  developing  agility  and 
skill.  Their  social  value  is  incalculable,  and  they  are 
worthy  of  far  wider  use  in  recreational  programs. 

Most  of  them  emphasize  the  primitive  instincts  01 
hunting,  chasing,  fleeing,  and  capture.  Some  are  highly 
competitive,  others  less  so.  In  most  cases  their  formation 
is  of  the  circle  or  line  type. 

Black  and  White: 

Players  divided  into  two  teams,  equal  in  number,  and 
standing  in  parallel  rows.  A  disk,  black  on  one  side  and 
white  on  the  other,  is  twirled.  If  white  side  comes  up,  the 
white  team  may  tag  the  black.  The  blacks  are  safe  if 
they  can  stoop  before  being  tagged.  Any  player  tagged 
drops  out  of  game.  If  the  black  side  of  disk  comes  up, 
the  blacks  tag  the  whites.  Team  wins  that  puts  out  all 
opponents.  Keep  players  alert  by  frequent  twirling  of 
disk.  (Or,  instead  of  stooping,  players  may  run  to 
specified  goal.  Those  caught  may  join  opponents  instead 
of  dropping  out.) 

Bombardment: 

Line  drawn  across  center  of  field.  Two  sides  chosen; 
each  player  has  Indian  club  which  he  stands  up  in  line 
with  others  of  team  back  of  line,  and  must  keep  it  stand- 
ing while  opponents  throw  basketball  to  knock  it  down. 

93 


94  GAMES  AND  PROGRAMS 

A  number  of  balls  are  kept  going,  and  must  be  thrown 
as  soon  as  received.  If  club  is  knocked  down,  it  must  be 
righted  before  ball  is  returned  by  guard.  Each  club 
knocked  down  counts  for  score  of  opponents.  Players 
may  run  to  line  to  throw  ball.  Side  first  winning  number 
of  points  decided  on  is  winner.  (Or  clubs  may  be  left 
down  when  knocked  down,  and  side  wins  which  first 
knocks  down  all  of  opponent's  clubs.) 

Bull  in  the  Ring: 

Players  clasp  hands  and  form  circle.  One  person,  the 
bull,  is  in  the  ring.  He  tries  to  break  out;  when  he  suc- 
ceeds, all  break  and  run  to  catch  him.  The  one  catching 
him  becomes  bull  for  next  game. 

Cap  Tag: 

One  person  is  "It."  One  person  holds  cap  in  hand. 
The  "It"  runs  after  him  and  if  the  latter  is  tagged,  he 
becomes  "It."  Person  having  cap  may  throw  it  to  the 
other  players  if  he  is  in  danger  and  "It"  then  chases 
person  holding  cap.  If  cap  is  dropped,  person  dropping 
it  becomes  "It."  A  game  called  "Poisoned  Handkerchief" 
is  played  in  same  way.  Circle  is  formed,  and  "It"  is  in 
the  center  trying  to  tag  person  with  the  handkerchief. 

Chain  Tug  of  War: 

Players  in  two  teams,  in  file  formation,  each  player 
clasping  one  in  front  of  him  around  waist.  Front  player 
of  each  team  clasps  hands  with  opposing  team  leader  (or 
leaders  may  grasp  wand,  rope,  etc.).  At  signal  all  begin 
pulling.  Side  wins  which  pulls  opponents  greater  dis- 
tance. 

Chips  (Stealing  Sticks): 

Two  leaders  are  required  to  choose  sides.  Two  bands 
line  up  in  front  of  a  line,  each  side  guarding  against  the 


PLAYGROUND  GAMES  95 

enemy.  Back  of  the  line  each  has  drawn  a  circle  in  which 
a  dozen  chips  are  placed.  The  object  is  for  each  side  to 
steal  the  chips  of  its  enemy.  If  the  thief  is  caught  before 
he  puts  his  foot  in  the  circle,  he  remains  until  some  of 
his  men  can  get  him  out.  One  chip,  or  one  person  only 
can  be  taken  at  one  time. 

Circle  Stride  Ball: 

Players  in  circle,  in  stride  stand  position.  One  player 
in  center  attempts  to  throw  ball  out  of  circle  between 
feet  of  some  player,  who  prevents  by  use  of  hands  only. 
If  successful,  that  player  must  chase  ball  and  try  to 
throw  it  back  into  circle  in  same  manner,  players  facing 
outward. 

Dodge  Ball: 

Half  of  players  form  large  circle;  other  half  stand 
within,  scattered.  Circle  players  have  basketball  with 
which  they  try  to  hit  feet  of  dodgers  in  circle.  When 
dodger  is  hit  he  drops  out.  All  "dodgers"  out,  they  be- 
come circle  for  next  game.  Each  side  is  timed  to  note 
time  required  to  put  each  circle  out. 

Hill  DHL- 
Two  parallel  boundary  lines  are  drawn  from  30-50 
feet  apart;  one  player  is  chosen  to  be  "It"  and  stands  in 
the  center.  The  other  players  stand  in  two  equal  groups 
beyond  the  boundary  lines,  one  group  on  each  side.  The 
center  player  calls  out,  "Hill,  Dill!  come  over  the  Hill!" 
The  other  players  then  change  goals  and  as  they  run 
across  the  open  space  the  one  in  the  center  tries  to  tag 
them.  Any  who  are  tagged,  assist  him  in  tagging  the 
others. 

Hound  and  Rabbit: 
Three  players  form  tree  by  standing  in  circle  formation 


96  GAMES  AND  PROGRAMS 

with  hands  on  each  other's  shoulders.  Fourth  player, 
Rabbit,  stands  inside  of  tree.  There  are  a  number  of 
trees,  rabbits,  one  odd  rabbit,  and  a  hound.  Hound 
chase's  rabbit,  rabbit  darts  into  tree.  No  two  rabbits 
allowed  in  same  tree.  When  one  rabbit  enters  a  tree, 
the  rabbit  already  in  the  tree  must  flee  for  safety  to 
another  one,  etc.  When  rabbit  is  tagged  he  changes 
places  with  hound,  who  in  turn  becomes  rabbit. 

Hunt  the  Fox: 

Players  form  two  parallel  lines.  Leader  of  one  line  is 
fox;  leader  of  second  line  is  hunter.  Fox  runs  in  and 
out  among  his  own  players,  then  in  and  out  among 
players  of  other  line,  trying  to  reach  his  own  place 
again,  before  hunter  can  tag  him.  Hunter  must  follow 
in  footsteps  of  fox,  and  failing  to  do  so  must  go  back 
over  trail  and  repeat.  Fox  may  skip  several  players  in 
his  weaving  in  and  out  among  them.  If  tagged,  he 
changes  place  with  hunter,  and  takes  the  place  at  the 
head  of  hunter's  file,  while  former  hunter  goes  to  the 
foot  of  the  fox's  file.  Chase  goes  on  as  before. 

Japanese  Tag  : 

The  one  who  has  been  tagged  must  place  his  hand  on 
the  spot  touched,  and  holding  this  position  he  must 
chase  the  other  players  until  he  has  tagged  one  of  them, 
who  in  turn  becomes  "It." 

Mat  Tag  : 

Suitable  for  gym  or  other  enclosed  space.  Several 
mats  are  placed  on  floor  at  some  distance  apart,  prefer- 
ably in  circle  formation.  (Other  forms  of  bases  may  be 
used.)  Players  run  around  "circle  from  one  mat  to 
another,  while  extra  player  or  two  try  to  hit  them  with 
soft  indoor  ball  or  tennis  ball.  Any  player  struck 


PLAYGROUND  GAMES  97 

changes  places  with  thrower.    Runners  safe  only  when 
standing  on  mat  or  base. 

Pig  in  a  Hole  : 

Players  in  circle  formation,  each  supplied  with  stick 
or  wand.  Each  player  digs  small  hole  in  front  of  his 
place  in  circle.  One  extra  player  in  center  of  circle  with 
larger  hole  tries  to  get  "pig"  (basketball  or  other  ball) 
into  center  hole  with  his  stick,  while  other  players  try 
to  prevent  him.  Game  begins  with  all  players  placing 
sticks  in  center  hole  under  ball.  On  signal  all  lift  ball 
with  sticks  and  rush  to  small  holes,  each  player  putting 
end  of  stick  in  hole.  One  player  is  left  without  hole  and 
becomes  "It."  When  other  players  withdraw  sticks 
from  holes  to  prevent  him  getting  pig  back  in  center,  he 
may  take  their  hole,  then  they  become  "It."  If  "It" 
gets  ball  in  center,  game  begins  over  again. 

Poison  Snake: 

Divide  the  players  into  small  circles  of  about  eight 
each.  In  the  center  of  each  circle  place  an  Indian  Club. 
This  object  in  the  center  of  the  circle  is  "poison."  The 
players  grasp  hands  and,  by  pushing  and  pulling,  try  to 
make  one  of  the  players  touch  or  overthrow  the  poison. 
The  player  doing  so  is  poisoned  and  must  leave  the  circle. 
This  continues  until  one  is  left.  Several  clubs  may  be 
used.  Or  a  small  circle  on  floor  may  be  the  "poison 
circle." 

Prisoner's  Base: 

Two  lines  about  sixty  feet  apart  are  formed.  Players 
divide,  taking  sides.  At  right  of  each  line,  outside,  is  a 
circle  three  feet  in  diameter.  The  teams  face  each  other, 
object  being  to  tag  each  other  while  between  goals.  The 
last  one  to  leave  goal  has  the  right  to  tag  someone  who 


98  GAMES  AND  PROGRAMS 

left  before  him.  In  the  way  thus  described  each  man 
may  help  one  of  his  team.  When  anyone  is  caught  he  is 
put  in  prison  and  can  be  taken  out  only  if  one  of  his  side 
succeeds  in  touching  his  hand.  A  number  of  prisoners 
may  join  hands  and  get  nearer  to  their  goal.  Side  having 
most  prisoners  wins. 

Rope  Rush: 

Two  opposing  teams  face  each  other  in  lines  some 
twenty  or  thirty  feet  apart.  A  long  rope  is  placed  on 
floor  midway  between  lines  and  parallel  with  them.  At 
signal  all  rush  for  rope  and  begin  to  pull.  Side  wins 
which  has  more  players  on  its  side  of  dividing  line  at 
expiration  of  specified  time. 

Rope  Skip  (Skipping  Circle): 

Players  in  circle  formation.  One  in  center  with  long 
rope  weighted  slightly  on  outer  end,  lies  on  back  and 
swings  rope  around  in  circle.  Other  players  attempt  to 
jump  rope  each  time  it  comes  around.  Anyone  caught  by 
rope  takes  place  of  one  in  center. 

Scrimmage  Ball: 

Players  divided  into  two  equal  groups  at  opposite  ends 
of  gym  or  playing  space.  Basketball  or  soccer  ball  placed 
on  floor  midway  between  players.  On  signal  players 
rush  for  ball  and  attempt  to  strike  it  with  open  hands, 
only  and  drive  it  through  to  opponent's  goal,  which  may 
be  indicated  by  upright  posts,  marks  on  wall,  or  other 
means.  Many  modifications  may  be  used,  such  as  having 
one  goal  keeper,  or  having  half  of  team  serve  as  goal 
keepers  while  other  half  play  forwards,  changing  places 
after  each  goal,  etc.  Very  attractive  game  for  boys. 

Sharp  Shooting: 

Players  form  line  facing  one  player,  the  "Target," 


PLAYGROUND  GAMES  99 

who  stands  with  back  turned,  about  fifteen  feet  from  the 
line.  A  ball,  tennis  or  basketball,  is  passed  from  one 
player  to  the  other  while  "Target"  counts  ten.  Player 
having  it  when  ten  is  called  throws  it  at  the  "Target." 
"Target"  turns  around  quickly  when  hit  and  guesses  who 
threw  the  ball.  If  guess  is  correct,  the  person  guessed 
becomes  the  "Target."  If  "Target"  is  missed,  person 
throwing  the  ball  becomes  "Target." 

Snatch  the  Handkerchief: 

Parallel  lines  are  marked  about  fifty  feet  apart.  Half 
way  between  lines  on  a  stick  is  placed  a  handkerchief. 
Players  divide,  each  side  taking  its  place  behind  own 
line.  At  signal,  player  on  right  of  each  line  runs  to  get 
handkerchief.  One  getting  it  is  pursued  by  opponent.  If 
caught,  the  one  with  the  handkerchief  is  opponent's 
prisoner.  If  not  caught,  the  opponent  is  prisoner.  Side 
having  most  prisoners  wins. 
Square  Tag: 

Group  divided  equally  and  placed  at  diagonal  corners 
of  a  square.  Each  puts  hands  on  shoulder  of  one  in  front 
of  him.  At  signal  lines  begin  to  run  around  square, 
leader  of  each  line  trying  to  tag  last  one  of  other  line. 
Each  tag  counts  a  score  and  lines  go  back  to  starting 
place.  Time  limit  is  four  minutes. 

Swat  the  Kaiser  (Towel  Tag)  (Beetle  is  Out)  (Whip  Tag): 

Players  in  circle,  facing  in,  hands  held  behind,  eyes 
fixed  on  center  of  circle  or  kept  closed.  "It"  runs  around 
outside  of  circle  and  places  knotted  towel  in  hands  of 
some  player  who  immediately  starts  chasing  player  next 
on  his  right,  around  circle,  with  privilege  of  beating 
him  with  towel  until  he  gets  back  to  starting  point. 
One  holding  towel  then  puts  it  in  hands  of  another  player 
and  game  continues. 


ioo  GAMES  AND  PROGRAMS 

Third  Man: 

Players  form  circle,  two  deep,  partners  standing  three 
feet  apart  facing  each  other.  Odd  player  is  chased  by 
chaser.  Odd  player  must  dart  between  two  people  of  a 
couple,  whereupon  the  outside  player  toward  whom  his 
back  is  turned  must  run. 

Three  Deep: 

Two  concentric  circles  are  formed.  Same  as  Third 
Man,  except  odd  player  runs  in  front  of  two  players, 
making  the  third  man  at  the  back  the  runner.  See  also 
Partner  Tag. 

Broncho  Tag: 

Is  an  interesting  modification  of  Three  Deep,  in  which 
player  in  rear  clasps  hands  around  waist  of  player  in 
front,  and  tries  to  prevent  runner  stopping  in  front  of 
his  partner  by  jerking  partner  away  as  runner  ap- 
proaches. Player  in  front  tries  to  assist  runner.  Obvi- 
ously, suitable  only  for  boys  or  girls  alone. 

Touch  Ball: 

Circle  is  formed,  players  standing  shoulder  to  shoulder. 
One  player  remains  outside  circle  and  tries  to  touch  an 
indoor  or  basketball  that  circle  passes  from  one  player  to 
another.  Player  having  ball  when  it  is  touched  becomes 
"It."  Player  dropping  ball  gets  some  penalty.  Forma- 
tion may  be  reversed,  with  "It"  inside,  and  other  players 
facing  out. 

Weavers: 

Circles  are  formed,  two  or  three  groups  competing.  One 
person  from  each  circle  is  chosen  starter.  Starters  drop 
out  and  others  clasp  hands.  At  given  signal  each  starter 
weaves  in  and  out  under  arms  of  his  group.  When  he 
reaches  his  place  again  the  one  to  his  right  is  weaver,  and 
so  on.  The  circle  wins  who  gets  back  to  its  starter  first. 


CHAPTER  X 
RELAY  RACES 

A  LARGE  number  of  standard  and  novelty  relays  are 
described  here  in  very  brief  fashion.  They  are  merely 
suggestive,  and  the  intelligent  leader  will  be  able  to 
formulate  many  of  his  own  of  a  similar  nature. 

The  relay  is  one  of  the  most  attractive  forms  of  com- 
petitive games  for  the  adolescent,  the  pre-adolescent,  and 
the  adult  as  well.  It  is  full  of  the  keenest  interest  and 
suspense. 

Because  of  this  keen  spirit  of  competition  it  is  very 
important  that  great  care  be  observed  in  the  conduct  of 
all  relays. 

RELAY  FORMATIONS 

Dividing  into  teams: 

1.  Appoint  captains  to  choose  up  sides. 

2.  Line  up  along  the  wall,  and  count  off  by  twos, 
threes,  or  fours,  according  to  number  of  teams  desired. 
Then  let  ones  take  two  paces  forward;  twos,  four;  threes, 
six;  and  fours,  eight.  Then  have  all  four  teams  close  up 
to  the  right  or  left. 

3.  March  in  single  file  down  center  of  room  turning 
right  and  left  alternately  at  end  of  room.  This  will  form 
two  equal  divisions  which  may  be  divided  further  in 
same  manner. 

For  further  suggestions  look  up  the  section  for  dividing 
a  company  into  groups.  For  regular  class  work  regular 
teams  should  be  maintained.  Teams  should  be  chosen 
from  natural  divisions  if  possible,  such  as  classes,  rooms, 
etc. 

101 


102  GAMES  AND  PROGRAMS 

Methods  of  Conducting  Relay  Races: 

1.  Straightaway.    Requires  either  a  circular  track  or 
a  distance  equal  to  the  total  length  of  race.    Men  are 
stationed  at  intervals  of  fifty  to  one  hundred  and  fifty 
yards  apart. 

2.  A  modification  of  the  first  method  is  to  have  teams 
line  up  in  a  single  file  or  column  behind  starting  line. 
The  first  man  runs  to  goal  line  and  back,  touching  off 
second  man  as  he  returns. 

3.  The  Shuttle  Relay.    Divide  teams  into  two  equal 
groups  which  are  placed  facing  each  other  at  opposite 
ends  of  track.   On  signal,  number  one  of  each  team  runs 
to  opposite  end  and  touches  off  (or  hands  baton  to) 
number  two,  who  runs  and  touches  off  number  three,  and 
so  on  until  all  have  run. 

4.  The  Circle  Relay.    Teams  stand  in  circle.    Run 
around  circle  and  touch  off  next  man.    Sometimes  the 
two  teams  form  one  circle.    This  keeps  the  distance 
uniform  for  both  teams,  and  also  adds  to  the  interest 
when  one  runner  passes  another.    For  certain  relays 
mentioned  below,  one  circle  is  formed  in  which  the  mem- 
bers of  the  two  teams  alternate.    In  fact,  the  circle  is 
first  formed,  and  then  they  count  off  by  twos  to  form 
teams. 

EVENTS 

(The  following  races  are  run  off  by  the  second  method 
given  above.) 

Indian  Club  Relays  (Basketballs,  volley  balls,  medicine  balls, 
footballs,  stones,  or  potatoes  may  be  substituted  except  where 
equipment  is  underlined) : 

i.  Teams  in  stride  position.  Head  men  pass  club  back 
between  legs.  End  men  receive  club,  carry  to  head  of 
file,  and  pass  back.  Race  is  won  as  captain  returns  to 
head  of  file. 


RELAY  RACES  103 

2.  As  in  No.  i,  except  pass  over  head  instead  of  be- 
tween legs. 

3.  As  in  No.  i,  only  carry  ball  between  knees  to  head 
of  line. 

4.  As  in  No.  i,  only  butt  ball  with  head  to  end  of  line. 

5.  As  in  No.  i,  only  run  in  and  out  to  position  at 
head  of  file. 

6.  As  in  No.  i,  only  end  men  run  to  goal  and  throw 
ball  back  to  head  man.   Race  is  won  as  ball  thrown  by 
head  man  crosses  the  starting  line. 

7.  As  in  No.  6,  only  punt  ball  instead  of  throw. 

8.  As  in  No.  6,  only  dropkick  ball  instead  of  throw. 

9.  Carry,  one  at  a  time,  six  Indian  clubs  from  circle 
back  of  starting  line  to  six  circles  ahead.    The  second 
man  gathers  them  up.   Clubs  must  stand  up.  Race  won 
as  last  man  crosses  starting  line.   (This  is  often  run  with 
potatoes,  or  blocks,  taking  them  from  a  basket  and 
placing  them  on  crosses.) 

10.  Transfer  clubs  between  two  tangent  circles.  (Some- 
times the  club  is  simply  knocked  down  by  "i"  and  stood 
up  by  "2.") 

The  above  races  may  be  varied  by  walking,  hurdling, 
hopping,  skipping,  jumping,  running  around  and  over 
obstacles,  running  on  all  fours,  etc.  The  shuttle  form  may 
be  used  also  in  9  and  10,  one  division  scattering,  trans- 
ferring, or  knocking  over  the  clubs;  and  the  other  divi- 
sion replacing  them. 

Novelty  Relay  Races  (teams  in  column  or  file  formation): 

Automobile: 

Two  or  more  files  contesting.  Run  around  file,  return 
to  position  and  touch  off  next  player. 

Charwt: 

Column  of  chariots,  that  is,  two  men  abreast  with 


104  GAMES  AND  PROGRAMS 

inner  arms  locked.   Driver  in  back  holds  outer  arms  for 
lines. 

Centipede: 

Players  ten  feet  apart  in  file,  "i"  runs  to  "2"  and 
locks  step;  in  this  manner  the  whole  line  is  picked  up 
and  then  runs  to  the  goal. 

Caterpillar: 

"i"  places  hands  on  knees.  "2"  holds  "i"  by  the 
ankles,  and  head  between  legs,  rest  of  players  in  same 
position  as  "2."  Run  to  goal.  (Or  all  players  straddle 
long  pole.) 

Crab: 

Run  on  all  fours,  face  turned  upward. 

Couple: 

Run  in  couples  instead  of  singly,  arms  locked. 

Equipment: 

Run  to  goal,  stopping  midway,  leaving  certain  articles 
of  clothing,  such  as  shoes,  coat,  etc.  On  return  stop  and 
put  them  back  on.  Touch  off  "2." 

Forward  Roll  Relay: 

In  relay  formation,  with  one  or  two  mats  placed  in 
front  of  each  team  half  way  to  goal.  Each  runner  turns 
forward  roll  on  way  to  goal,  and  sprints  back  to  next 
player.  Many  modifications  may  be  introduced. 

Hoop  Relay: 

Pass  hoop  over  body,  then  hand  to  next  player  who 
does  same,  etc. 

Jumping  (For  distance) : 
"i"  jumps  as  far  as  possible. 


RELAY  RACES  105 

jumps,  etc.  The  side  wins  which  jumps  farthest.  (This 
is  also  run  off  by  the  shuttle  method,  one  team  jumping 
forward  and  the  other  jumping  back.  If  the  last  man 
jumps  over  the  starting  line,  his  side  wins;  if  he  does  not, 
the  other  side  wins.) 

Jump  stick: 

"i"  and  "2"  holding  stick  close  to  floor,  run  down 
file.  Members  jump  over  stick,  "i"  remains  at  foot  of 
line.  "2"  and  "3"  repeat  performance,  etc. 

Leap  frog: 

Players  four  feet  apart.  Race  is  won  as  last  man  goes 
over. 

Monkey: 

Run  on  all  fours  to  goal  and  return.  (Also  positions 
shown  in  Eskimo  race  and  Eskimo  jumping  races  may 
be  used.) 

Message  Relay: 

Players  in  relay  formation.  First  player  stationed  at 
finish  line,  where  he  is  given  message  of  some  nature. 
Teams  may  all  be  given  same  or  different  messages.  On 
signal  player  runs  to  starting  point  and  grasps  arm  of 
next  player  and  leads  him  on  run  to  finish  line,  repeating 
message  to  him  in  whisper  on  way.  Second  player  then 
runs  back  and  repeats  message  to  next  player  in  similar 
fashion.  Continue  for  all  players.  Side  wins  which 
finishes  first  with  message  correct. 

Obstacle: 

Four  men  in  front  of  file  ten  feet  apart,  "i"  erect, 
"2"  as  for  leap  frog,  "3"  erect,  and  "4"  astride.  Runner 
goes  around  "i,"  over  "2,"  around  "3,"  and  under  "4." 
(Any  number  of  kinds  of  obstacles  may  be  used.) 


io6  GAMES  AND  PROGRAMS 

Passing  the  Hun: 

Double  file,  facing  each  other.  Grasp  hands  with  per- 
son opposite  you.  Man  runs  from  line,  jumps  into  arms, 
and  is  passed,  down  file.  Another  man  at  foot  helps 
Hun  land  safely. 

Pony  Express: 

Players  ten  feet  apart.  Rider  changes  horses  without 
touching  floor.  Rides  last  horse  to  goal. 

Rescue: 

"i"  carries  "2"  on  back  to  goal.  "2"  returns  and 
carries  "3,"  and  so  on  until  all  reach  the  goal. 

Rescue  (Double): 

"i"  and  "2"  clasp  hands  and  carry  "3."  "2"  and 
"3"  return  and  carry  "4,"  etc. 

Shoes  and  Stockings: 

Shoes  and  stockings  in  a  row  behind  goal,  "i"  runs 
and  puts  his  on,  returns  and  touches  off  "2,"  etc. 

Skin  Snake: 

Stride  position.  Reach  right  hand  back  through  legs 
and  grasp  left  hand  of  man  in  rear.  Last  man  lies  down, 
column  moves  back,  and  members  lie  down  until  all  are 
down.  Then  captain  gets  up  and  moves  forward  pulling 
up  whole  line  after  him. 

Spry: 

Teams  stand  on  outside  of  large  circle,  in  line;  cap- 
tains in  small  circle  in  middle.  Toss  ball  (bean  bags) 
back  and  forth  to  all  members  of  team.  Last  man  to  get 
ball  runs  to  center  circle  and  becomes  captain.  When 
the  original  captain  returns  to  center  he  calls  "Spry," 
and  race  is  won. 


RELAY  RACES  107 

Towel: 

Tie  towel  around  neck.  Clap  three  times.  Untie  and 
pass  to  next  player. 

Under  the  Mat  Relay: 

In  relay  formation,  with  mat  placed  crosswise  in 
front  of  each  team  halfway  to  goal.  Each  runner  crawls 
under  mat  on  way  to  goal,  and  sprints  back  to  next 
player.  Corners  of  mats  may  be  held  down  by  other 
players  if  desired. 

Wheelbarrow: 

"i"  acts  as  "2's"  wheelbarrow  (legs  handles;  arms  the 
wheel).  Run  to  goal.  "2"  returns  and  acts  as  wheel- 
barrow for  "3,"  etc. 

Comic  Races  (suitable  for  picnics,  etc.): 

Awkward  Eating  Races: 

Apples  on  paper  on  floor.  Eat  with  hands  behind 
back. 

Apples  or  crackers  suspended  from  ceiling.  Eat,  hands 
tied  behind  back. 

Blackberry  pie.  Pies  on  chairs.  Eat.  Hands  tied  in 
back. 

Crackers  placed  in  mouths  of  contestants.  Eat  with- 
out using  hands. 

Drinking:  Girl  feeds  boy  glass  of  water  spoonful  at  a 
time.  Then  sing  "Yankee  Doodle." 

Milk:  See  who  can  drain  a  baby's  milk  bottle  first. 

Tug-o-war  for  prune:  Prune  in  middle  of  long  string. 
Each  contestant  takes  one  end  of  string  in  mouth  and 
chews  it  up  to  prune.  Do  not  use  hands. 

Darkness: 

Blindfolded,  race  length  of  room  with  aid  of  cane. 


io8  GAMES  AND  PROGRAMS 

Nails: 

See  which  girl  can  drive  most  nails  in  given  time. 

Sewing: 

See  which  boy  can  sew  most  buttons  on  cloth  in  given 
time.  Must  also  thread  his  own  needle. 

Sack  Race: 
Race  with  legs  inside  gunny  sack. 

Three  Legged  Race: 

Couples  run  with  inside  legs  tied  together. 

Types  for  Racing: 

Fat  men,  skinny  men,  short  men,  long  men,  married 
men,  and  single  men. 

Wand  Race: 

Race  to  goal  balancing  wand  on  finger. 
(Also  look  up  Novelty  Relay  Races.   Most  of  these 
are  adapted  to  individual  races.) 


CHAPTER  XI 
PHYSICAL  STUNTS 

THE  individual  and  dual  physical  stunts  listed  here 
will  be  found  especially  attractive  to  boys  of  all  ages, 
and  are  admirable  for  use  at  "stag-dos,"  boys'  dubs, 
Stunt  Nights,  hikes,  etc.,  as  well  as  in  regular  class  or 
playground  work.  The  appeal  to  the  physical  prowess 
of  the  boy  is  very  keen. 

INDIVIDUAL  STUNTS 

Ankle  Throw: 

Toss  object  over  head  from  behind  with  feet.  Catch 
with  hands  as  it  comes  down. 

Backsliding: 

Hands  palm  to  palm  behind  back.  Twist  upward  and 
inward. 

Catch  Penny: 

Elbow  raised  level  of  shoulders,  hand  toward  chest. 
Place  penny  on  elbow.  Drop  elbow  and  catch  penny  in 
hand. 

Dog  Jump: 

Jump  over  stick  held  in  hands,  or  through  clasped 
hands. 

Eskimo  Race: 

Run  on  all  fours,  keeping  knees  stiff. 
Eskimo  Jumping  Race: 

Arms  folded,  knees  rigid,  feet  together.  Go  forward 
in  short  jumps. 

109 


1 10  GAMES  AND  PROGRAMS 

Hand  Clasp: 

Reach  one  hand  over  shoulder  and  grasp  with  other 
from  behind. 

Head  Spring: 

Toe  line  two  feet  from  wall,  chair  between,  lean  for- 
ward, head  against  wall.  Pick  up  chair  and  recover. 

Heel-and-Toe  Spring: 

Bend  forward  grasping  toes.  Jump  backward  across 
line  and  vice  versa. 

Hurdle: 

Place  left  foot  against  wall  knee-high.  Jump  over  leg 
with  right  foot  without  removing  left  from  wall. 

Lath  and  Plaster: 

Rub  head  and  pat  chest,  or  vice  versa. 
Pick  Me  Up: 

Stand  back  to  wall.  Pick  up  object  from  floor  without 
moving  heels. 

Pick  Up  Spoon: 

Kneel,  place  forearm  on  floor,  fingers  extended,  place 
spoon  at  end  of  fingers.  Now  put  hands  behind  back, 
bend  forward  and  pick  up  spoon  with  teeth. 

Pick  Up  Book: 

Standing  on  one  foot  and  holding  other  behind,  lean 
forward  and  pick  up  with  teeth,  book,  or  magazine 
standing  on  end. 

Pray  Do: 

Toe  line,  kneel  down  and  get  up  without  using  hands 
or  moving  feet. 

Stenographer : 
Write  name  while  describing  circle  with  foot. 


PHYSICAL  STUNTS  in 

Stork: 

Stand  against  wall  with  side,  cheek,  hip,  and  foot 
touching  it.  Place  outer  foot  on  inner  knee. 

Thumb  Spring: 

Place  thumbs  against  walls,  move  back.    By  pushing 
thumbs  against  walls  recover  position.    (The  palms  are 
often  used  instead  of  the  thumbs.) 
Tight  Rope: 

Walk  line  looking  through  large  end  of  field  glass. 
Water  Fall: 

Carry  glass  of  water  on  head  while  walking  across 
room  rapidly. 

Wooden  Soldier: 

With  arms  folded,  lie  down  and  get  up. 
Wriggle  Walk: 

Heels  together,  toes  out.  Raise  right  heel  and  left  toe 
and  move  in  same  direction.  Then  left  heel  and  right 
toe,  etc. 

DUAL  FEATS  AND  CONTESTS 

Arms'  Length  Tag: 

Arm  extended.  Try  to  touch  opponent  on  body  with- 
out being  touched  in  return. 

Attack: 

Standing  on  one  foot,  arms  behind  back,  shoulder  op- 
ponent until  he  puts  other  foot  on  floor. 

Blindfold  Boxing- Match: 

Men  kneel  on  mat,  blindfolded,  and  each  places  left 
hand  on  book  on  mat.  Take  turns  striking  at  each  other. 

Boundary  Tug: 
Two  lines  and  wand.   Pull  opponent  across. 


ii2  GAMES  AND  PROGRAMS 

Chinese  Duel: 

Two  men  blindfolded,  and  each  with  a  paper  club,  lie 
on  floor  face  downward  holding  with  left  hands  to  cap. 
Take  turns  swatting  each  other. 

Chinese  Get  Up: 

Two  persons  sitting  on  floor  back  to  back,  and  arms 
locked,  try  to  get  up. 

Dog  Collar: 

Two  on  hands  and  knees;  heads  inside  leather  collar. 
Pull  opponent  across  line.  Do  not  slip  head  from  collar. 

Dizzy  Izzy: 

Player  puts  head  down  on  top  of  cane  or  bat,  closes 
eyes  and  circles  around  cane  five  times,  or  more.  He  then 
stands  up  and  tries  to  walk  rapidly  along  a  straight  line. 

Falling  Soldier: 

Players  stand  in  line.  Leader  has  them  stretch  right 
arm  forward,  then  left  arm  forward,  then  kneel  on  one 
knee,  keeping  arms  out.  While  in  this  position,  leader 
shoves  one  at  head  of  line  against  his  neighbor,  thus 
knocking  entire  line  over  like  nine  pins. 

Hot  Hand: 

One  player  stoops  over  and  covers  his  face  with  his 
hands.  (Better  to  have  his  face  held  in  lap  of  another 
seated  player.)  Remainder  of  boys  gather  around  him, 
and  one  of  them  swats  him  with  the  open  hand,  while 
other  players  crowd  around  to  prevent  recognition. 
Player  who  was  down  has  three  guesses  at  his  assailant, 
and  if  he  fails  to  guess  him,  must  go  down  again.  If  he 
succeeds,  they  exchange  places. 

Double  hot-hand  is  played  on  the  uninitiated,  by 
having  two  men  go  down.  The  one  who  knows  the  game 


PHYSICAL  STUNTS  113 

rises  and  swats  the  other  one,  then  pretenas  to  have  been 
hard  hit  himself.  This  sometimes  continues  indefinitely 
without  discovery. 

A  French  modification  of  the  American  hot-hand  con- 
sists of  holding  the  right  hand  open  under  the  left  arm, 
while  shielding  the  eyes  with  the  left  hand  and  turning 
the  head  away.  The  crowd  stands  at  the  back,  and  some- 
one hits  open  hand  with  his  open  hand.  Same  rules 
apply  as  above. 

Handcuff: 

1.  Tie  right  wrist  of  one  person  to  left  wrist  of  other. 
Then  tie  opposite  wrists  in  same  way,  crossing  strings. 
Untangle  strings  without  untying  or  breaking. 

2.  A's  wrists  are  tied  together.    Then  tie  B's  wrists 
together  crossing  strings  with  A.    Untangle  without 
breaking  or  untying. 

Hog  Tie: 

Tie  opponent's  feet  with  three  foot  rope. 
Hand  Wrestle: 

Opponents  face  each  other.  Left  directly  behind  right 
foot.  Grasp  right  hands  and  overbalance  opponent. 
Keep  left  hand  behind  back.  Do  not  touch  opponent 
except  with  right  hand. 

Hats  Off: 

Knock  off  opponent's  hat,  using  open  hand. 
Harlequin  Wrestle: 

On  one  leg,  right  hands  clasped;  make  opponent  lower 
foot  to  floor. 

Hello  Mike: 

Opponents  lie  blindfolded,  face  downward,  heads  one 
foot  apart.  Number  one  says,  "Hello,  Mike,  are  you 


ii4  GAMES  AND  PROGRAMS 

there?"  Number  two  answers,  "I  am."  Number  one 
takes  a  swing  at  him.  Then  comes  number  two's  turn. 
Players  must  have  boxing  gloves. 

Indian  Wrestle: 

Opponents  on  backs,  right  shoulders  together,  legs  in 
opposite  direction,  right  arms  locked,  raise  legs;  on 
signal,  hook  feet  together  and  roll  opponent  over  on 
face. 

Jug  Handle: 

Tips  of  fingers  touching  across  chest.  Opponent  tries 
to  pull  fingers  apart.  (No  jerks.) 

Knee-and-Toe  Wrestle: 

Squat  position,  stick  under  knees,  arms  clasped  around 
knees  under  stick,  (jet  toes  under  opponent  and  roll 
him  over. 

Long  Reach: 

Toe  line,  lean  forward  resting  on  one  hand.  With 
chalk  draw  line  as  far  out  as  possible.  Recover  without 
touching  floor  second  time  with  hand. 

Lost  Equilibrium: 

Stand  about  two  feet  from,  and  facing  opponent,  on 
either  one  or  both  feet.  Holding  hands  up  in  front  of 
body  try  to  strike  opponent's  hands  forcibly  enough  to 
throw  him  off  balance,  without  losing  own  balance.  One 
hand  may  be  used,  striking  either  forward  or  laterally. 

Lunge  and  Hop    Fight: 

One  man  in  lunge  position  with  one  foot  in  circle. 
Opponent  on  one  foot  in  circle.  Overbalance. 

Push  and  Pull: 

Two  lines  five  feet  apart,  opponents  inside  lines  grasp- 
ing ends  of  two  wands.  Push  or  pull  opponent  over  line. 


PHYSICAL  STUNTS  115 

Rooster  Fight: 

Six-foot  ring.    Grasp  ankles.    Tip  opponent  over  or 
make  him  loosen  grasp  by  shouldering.     Stay  inside 
circle. 
Shoulder  Shove: 

Eight-foot  circle;  five  men  on  one  leg  and  arms  folded, 
shoulder  a  sixth  man  out  of  circle.  If  they  lose  balance, 
they  must  drop  out  of  game. 

Smudge  Boxing: 

Box  with  gloves  covered  with  black  smudge.  Other 
boxing  contests  are  (i)  Boxing,  contestants  standing  in 
barrels.  (2)  Blindfold  contestants.  Tie  with  ropes  so 
that  they  can  barely  touch  each  other.  Then  move  them 
back  and,  unaware  to  the  players,  shorten  ropes.  Then 
tell  them  to  go  after  each  other.  A  third  party  may  give 
players  a  biff  on  the  nose  now  and  then  to  add  to  the 
interest. 

Strength  Test: 

Players  sit  on  opposite  sides  of  tables.  Elbows  on 
table.  Lock  wrists  and  try  to  force  opponents'  hands 
down  to  table. 

Wand  and  Toe  Wrestle: 

Contestants  sit  on  floor  facing  each  other.  Knees 
flexed,  toes  touching,  wand  grasped  with  both  hands. 
Pull  opponent  up  and  over  line. 

Wand  Twist: 

One  man  tries  to  twist  wand  out  of  horizontal  position, 
opponent  resisting. 

Wand  Wrestle: 

Wand  held  in  vertical  position.  Opponent  tries  to  pull 
it  down  to  shoulder  height. 


BIBLIOGRAPHY 

Bailey,  Carolyn,  Children's  Book  of  Games  and  Parties. 
Baker,  G.  D.,  Indoor  Games  and  Socials  for  Boys. 
Bancroft,  Jessie  H.,  Games  for  the  Playground,  Home, 

School,  and  Gymnasium. 
Barse,  Mary,  Games  for  All  Occasions. 
Bartholomew,  Marshall  M.  and  Lawrence,  Robert,  Music 

for  Everybody. 

Beard,  Lina,  Handicraft  and  Recreation  for  Girls. 
Benson,  J.  K.,  Book  of  Indoor  Games. 
Benton,  Rita,  Bible  Plays. 
Benton,  Rita,  Shorter  Bible  Plays. 
Bernheimer,  Charles  S.,  Boys'  Clubs. 
Blain,  M.  E.,  Games  for  Hallowe'en. 
Bricker,  Garland,  Solving  the  Country  Church  Problem. 
Brummitt,  Dan  R.,  Epworth  League  Methods. 
Buck,  Winifred,  Boys'  Self-Governing  Clubs. 
Burnell,  Mrs.  Caroline,  Easy  Entertaining. 

Camp,  Walter,  Athletes  All. 

Chesley,  A.  M.,  Social  Activities  for  Men  and  Boys. 
Crozier,  Gladys,  Indoor  Games  for  Children;  Children's 
Parties. 

Dawson,  Mary,  Mary  Dawson  Game  Book;  The  Book  of 
Entertainments  and  Frolics;  The  Book  of  Parties  and 
Pastimes. 

Day,  Lillian  P.,  Social  Entertainments. 

Dew,  Louise,  Entertainments  for  All  Occasions. 

Dickinson,  D.,  How  to  Entertain  Your  Guests. 

Earp,  Edwin  L.,  Rural  Social  Organization. 
Eastman,  Charlotte,  One  Hundred  Entertainments. 

1 1.7 


ii8  BIBLIOGRAPHY 

Ebright,  Homer  Kingsley,  Recreation  for  Young  and  Old. 
Edwards,  R.  H.,  Popular  Amusements. 

Fisher,  Dorothy,  What  Shall  We  Do  Now? 
Fisher,  Geo.  J.,  Army  and  Navy  Athletic  Handbook. 
Forbush,  William  B.,  Manual  of  Play. 

Gates,  Herbert  W.,  Recreation  and  the  Church. 

Geister,  Edna,  Ice-Breakers. 

Glover,   Ellye  H.,  Dame  Curtesy's  Book  of  Games  for 

Children;  Dame  Curtesy's  Book  of  Novel  Entertainments; 

Dame  Curtesy's  Book  of  Guessing  Contests. 

Hall,  Mrs.  Florence  M.,  Handbook  of  Hospitality  for  Town 

and  Country. 

Hofmann,  May  C.,  Games  for  Everybody. 
Hollister,  H.  E.,  Parlor  Games. 

Johnson,  G.  E.,  Education  by  Plays  and  Games. 

Kingsland,   Mrs.  Burton,  Book  of  Indoor  and  Outdoor 
Games. 

Laughlin,  Clara  E.,  The  Complete  Hostess. 

Leverton,  Mrs.  E.  W.,  Little  Entertainments  and  How  to 

Manage  Them. 

Linscott,  Mrs.  Herbert  B.,  Bright  Ideas  for  Entertaining. 
Lucas,  E.  V.  and  E.,  Three  Hundred  Games  and  Pastimes. 

Meredith,  William  V.,  Pageantry  and  Dramatics  in  Re- 

ligious  Education. 
Merriman,  Effie,  Socials. 

Miller,  Elizabeth,  Dramatization  of  Bible  Stories. 
Mott,  Mrs.  Hamilton,  Home  Games  and  Parties. 
Moxcey,  Mary  E.,  Good  Times  for  Girls. 

National  War  Work  Council,  Community  Recreation. 
Newell,  W.  W.,  Games  and  Songs  of  American  Children. 


BIBLIOGRAPHY  119 

Owen,  Ethel,  A  Year  of  Recreation. 

Pierce,  Paul,  Novel  Suggestions  for  Social  Occasions. 

Reisner,  Christian,  Social  Plans  for  Young  People. 
Richardson,  Norman  E.,  The  Church  at  Play. 

Sheppard,  Melvin,  Physical  Education  and  Athletic  Games. 
Stecher,  W.  A.,  Games  and  Dances. 

Thompson,  James  V.,  Hand  Book  for  Workers  with  Young 
People. 

Vogt,  Paul  L.,  Church  Cooperation  in  Community  Life. 

Wells,  Amos  R.,  Social  Evenings;  Social  to  Save. 
White,  Mary,  Book  of  Games. 

White,  Mary  and  Sara,  Children's  Games  and  Parties. 
Wolcott,  Theresa  H.,  The  Book  of  Games  and  Parties. 


INDEX 


A  Co-ed's  Troubles,  86 
Advertising,  85 
Advertisement  Party,  60 
Afraid  of  the  Water,  85 
Alphabetical  Division,  28 
Alphabet  Social,  61 
Animals,  25 
Animal  Alphabet,  41 
Ankle  Throw,  109 
April  Fool's  Party,  71 
Arm's  Length  Tag,   in 
Attack,  in 

Automobile  Relay,  103 
Automobile   Party,   60 
Autographs,  25 
Awkward  Eating  Races, 

Backward  Party,  61 
Backsliding,  109 
Backward  Hope  Hurdle 

55 

Backward  Walk,  55 
Balloon  Goal,  33 
Beast,  Bird,  Fish,  41 
Bean  Dropping,  53 
Bean  Extracting,  55 
Bibliography,  117 
Bidding  for  Partners,  29 
Black  and  White,  93 
Blind  Animals,  25 
Blind  Obstacle,  55 
Blindfold  Boxing  Match, 
Blow  It,  54 
Bombardment,  93 
Bonnet  Bee,  62 


Books  and  Authors,  26 
Book  and  Umbrella  Race,  55 
Bottle  Balance,  54 
Boundary  Tug,  in 
Bride  and  Groom,  86 
Broad  Jump,  59 
Broken  Quotations,  28 
Broncho  Tag,  100 
Bull  in  the  Ring,  94 
Buzz,  41 

Cake  Game,  47 

Candle  Race,  55 

Cap  Tag,  94 

Catch  Penny,  109 
107         Catch  of  Fish,  33 

Catch  the  Cane,  34 

Caterpillar,  34 

Caterpillar  Relay,  104 
Race,      Celebrities,  29 

Centipede  Relay,  104 

Chair  Race,  55 

Chairless  Partners,  29 

Chain  Tug  of  War,  94 

Chariot  Relay,  103 

Chew  the  String,  54 

Chinese  Duel,  112 

Chinese  Get-up,  112 

Chips,  94 

Christmas  Parties,  72 

Circle  Stride  Ball,  95 
in        Circle  Tag,  34 

Clairvoyant,  87 

Clothes  Hanging  Race,  56 

Club  Snatch,  34 

121 


122 


INDEX 


Cobwebs,  30 
College  Party,  66 
Comic  Stories,  50 
Composite  Animals,  47 
Couple  Relay,  104 
Crab  Relay,  104 
Crazy  Stories,  42 
Cross  Questions,  42 
Crossed  Scissors,  42 
Curtain  Bail,  35 

Darkness  Race,  107 

Deer  Stalkings,  35 

Descriptions,  26 

Dime  Gift,  26 

Discus,  59 

Dividing  into  Teams,  101 

Dizzy  Izzy,  112 

Dodge  Ball,  95 

Dog  Collar,  112 

Dog  Jump,  109 

Do  This,  Do  That,  42 

Dot  Menagerie,  48 

Drain  the  Bottle,  56 

Drawing  Names,  30 

Dwarf  Exhibit,  87 

Egg  and  Spoon  Race,  54 
Elopement,  56 
Enveloped  Partners,  30 
Equipment  Relay,  104 
Eskimo  Race,  109 
Eskimo  Jumping  Race,  109 

Fad  Party,  62 
Falling  Soldier,  112 
Family  Party,  28 
Fan  It,  54 
Feed  the  Blind,  56 
Flower  Social,  63 


Flowery  Romance,  48 
Fly  Away,  43 
Folding  Chair,  56 
Forward  Roll  Relay,  104 
Fourth  of  July  Party,  73 
Fox,  35 

Geographic  Party,  63 
Going  to  Jerusalem,  35 
Goops,  The,  88 
Grand   March,  30 

Halloween  Party,  75 

Handcuff,  113 

Hand  Wrestle,  113 

Hard  Time  Party,  64 

Harlequin  Wrestle,  113 

Hats  Off,  113 

Have  You  Seen  My  Sheep?  36 

Head  Spring,  no 

He  Can  Do  Little,  43 

Heel  and  Toe  Spring,  no 

Hello  Mike!   113 

Hickey  Pickey,  43 

Hidden  Flowers,  49 

High  Jump,  59 

Hill  Dill,  95 

Hit  and  Miss,  30 

Hobble  Hurdle,  56 

Hog  Tie,  113 

Hoop  Relay,   104 

Hopping  Water,  54 

Horns,  43 

Hot  Hand,  112 

House  Picnic,  64 

Hound  and  Rabbit,  95 

Humming  Birds  and  Snake,  36 

Hunt  the  Fox,  96   s 

Hunt  the  Ring,  43 

Huntsman,  44 

Hurdle,  no 


INDEX 


123 


I  Love  My  Love,  44 
Impersonations,  88 
Impromptu  Artists,  88 
Indian  Club  Relays,  102 
Indian  Wrestle,  114 
Inflated  Bag  Race,  57 
Italian  Grand  Opera,  88 

Jacob  and  Rachel,  36 
Japanese  Tag,  96 
Javelin  Throw,  59 
Jug  Handle,  114 
Jumping  Relay,  104 
Jump  Stick  Relay,  105 

Keep  Moving,  37 

Kid  Party,  65 

Knee  and  Toe  Wrestle,  114 

Knife  Balance,  57 

Last  Couple  Out,  37 
Lath  and  Plaster,  no 
Leap  Frog  Relay,  105 
Library,  28,  30 
Lightning,   44 

Lincoln's  Birthday  Party,  76 
Literary  Evenings,  65 
Long  Reach,   114 
Lost  Equilibrium,  114 
Lost  Handkerchief,  37 
Lunge  and  Hop  Fight,  114 
Lyceum  Bureau,  89 

Marching,  30 

Matching,  29,  30 

Mat  Tag,  96 

Maze  Tag,  37 

Message  Relay,  105 

Methods  of  Conducting  Relay 

Races,   102 
Mind  Reading,  89 


Monkey  Relay,  105 
Mother  Goose  Social,  68 
Musical  Evenings,  66 
Musical  Instruments,  44 
Musical  Gymnasts,  89 
My  Ship,  45 

Nail  Race,  108 

Name  Twisting,  26 

Nation  Contest,  49 

National  Evenings,  68 

Neighbors,  26 

Newspaper,  50 

New  Year's  Day  Party,  77 

Novels,  50 

Novelty  Relay  Races,  103 

Numbering  Off,  29 

Nut  Contests,  49 

Obstacle  Relay,  105 
Old  Fashioned  Party,  68 
Old  Times  School  Party,  69 

Panacea  for  All  Ills,  89 

Paper  Race,  57 

Parcel  Post,  38 

Partner  Tag,  38 

Passing  Objects,  38 

Passing  the  Hun  Relay,  106 

Pencil  Balance,  54 

Pick  Me  Up,  no 

Pick  Up  Spoon,  no 

Pick  Up  Book,  no 

Pied  Names  of  Presidents,  51 

Pie  Race,  57 

Pig  in  a  Hole,  97 

Pillow  Hurdle  Race,  57 

Pipe  Organ,  90 

Poison  Snake,  97 

Pop-ity-pop,  45 


124 


INDEX 


Pole  Vault,  59 
Pony  Express  Relay,  106 
Pray  Do,  no 
Prisoner's  Base,  97 
Program  Cards,  31 
Progressive  Conversation,  27 
Progressive  Party,  69 
P's  and  Q's,  45 
Push  and  Pull,  114 

Quaker  Meeting,  47 

Receiving  Line,  27 
Rescue  Relay,  106 
Rooster  Fight,  115 
Rope. Rush,  98 
Rope  Skip,  98 

Sack  Bust,  57 

Sack  Race,  58,  108 

Sack  Shake,  27 

Saint  Patrick's  Day,  79 

Scandal,  46 

Score  Cards,  29 

Scrapbooks,  27 

Scrimmage  Ball,  98 

Sculptor,  39 

Sculptors,  46 

Selection,  31 

Sewing  Race,  108 

Sharp  Shooting,  98 

Shoe  Hunt,  31 

Shoes    and    Stockings    Relay, 

106 

Shot  Put,  58 
Shoulder  Shove,  115 
Similar  Acts,  31 
Skin  Snake  Relay,  106 
Slang,  50 
Slipper  Slap,  39 


Smudge  Boxing,  115 

Snatch  the  Handkerchief,  99 

Spry  Relay,  106 

Square  Tag,  99 

Squirrel  in  Trees,  39 

Stage  Scene,  90 

Statues,  46 

State  Outlines,  31 

States*  Party,  70 

Stenographer,  no 

Still  Pond,  40 

Stork,  in 

Strength  Tests,  115 

Stuntification,  31 

Swat  the  Kaiser,  99 

Symphony  Orchestra,  31 

Teakettle,  46 

Telegrams,  50 

Thanksgiving  Day  Party,  80 

Third  Man,  100 

This  Is  My  Nose,  46 

Thread  the  Needle,  58 

Three  Deep,   100 

Three-legged  race,  108 

Thumb  Spring,  in 

Tight  Rope,   in 

Touch  Ball,  100 

Towel  Relay,   107 

Travel,  50 

Triple  Change,  40 

Triple   Obstacle   Race,   58 

Tucker  Wants  a  Wife,  27 

Turtle,  58 

Types  for  Racing,  108 

Under  the  Mat  Relay,  107 

Valentine's  Day  Party,  82 
Valentine  Partners,  32 
Ventriloquism,  92 


INDEX 


I25 


Walk  the  Chalk  Line,  58 
Wand  and  Toe  Wrestle,  115 
Wand  Race,  108 
Wand  Twist,  115 
Wand  Wrestle,  115 
Washington's   Birthday  Party, 

83 

Waterfall,  in 
Weavers,   100 


Wheelbarrow  Relay,  107 
Whistle  It,  54 
Wolf  and  Sheepfold,  40 
Wooden  Soldiers,  in 
Word  Making,  50 
Wriggle  Walk,  in 


Yes  or  No,  28 


'j«*m5&u 

27^3^9iW 


9664 


THE  UNIVERSITY  OF  CALIFORNIA  LIBRARY 


£86 


